https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Levelnom&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:59:51ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Rusalka_(5e_Race)&diff=1473275Rusalka (5e Race)2021-05-18T15:07:04Z<p>Levelnom: /* Rusalka Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
== Rusalka ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
=== Rusalka Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
=== Rusalka Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|dex}} and {{5a|str}} score increases by 1. <br />
|age= 18 like humans<br />
|alignment= tend to be chaotic neutral<br />
|size= medium<br />
|Creature type= You are both humanoid and undead.<br />
|speed=Your base walking speed is 30 feet. Swimming speed of 40 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2= Universal Beauty<br />
|description2= The Rusalka appear differently and uniquely beautiful to match the taste to each humanoid that it perceives. Truesight reveals as an undead creature<br />
|trait3= Withered Tresses<br />
|description3= If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.<br />
|trait4= Rusalka Magic<br />
|description4= You can cast control water, tongues, water walk with this trait, using Charisma as your spellcasting ability for them. You cast the combination of these spells up to your charisma modifier. This restores after a short or long rest.<br />
|trait5= Rusalka Domination<br />
|description5= As an action, you can cast dominate person using your Charisma spellcasting ability. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait6= Charming<br />
|description6= As an action, choose a humanoid creature with 100 ft of you. They make a wisdom save v.s. your spellasting ability based on your charisma. On a fail, they are charmed for 1 hour. <br />
Charm creature have the following effects<br />
* Spend all movement toward to you<br />
* Not reactions<br />
* Must spend their action to make a dash action<br />
* Taking any damage, remake the saving throw<br />
Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait7= Tresses<br />
|description7= As a bonus action, you can make a grapple with your hair within 10 ft from you. On a success, you also drag the grappled creature 5ft towards you, as long the creature is your size or smaller.<br />
|trait8= Charm Immunity<br />
|description8= As a creature of great beauty and charm, you are immune to charm effects.<br />
|trait9= Gills<br />
|description9= You can breath both water and air<br />
}}<br />
<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvans.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
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<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Rusalka_(5e_Race)&diff=1473274Rusalka (5e Race)2021-05-18T15:03:09Z<p>Levelnom: /* Rusalka Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
== Rusalka ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
=== Rusalka Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
=== Rusalka Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|dex}} and {{5a|str}} score increases by 1. <br />
|age= 18 like humans<br />
|alignment= tend to be chaotic neutral<br />
|size= medium<br />
|Creature type= You are both humanoid and undead.<br />
|speed=Your base walking speed is 30 feet. Swimming speed of 40 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2= Universal Beauty<br />
|description2= The Rusalka appear differently and uniquely beautiful to match the taste to each humanoid that it perceives. Truesight reveals as an undead creature<br />
|trait3= Withered Tresses<br />
|description3= If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.<br />
|trait4= Rusalka Magic<br />
|description4= You can cast control water, tongues, water walk with this trait, using Charisma as your spellcasting ability for them. You cast the combination of these spells up to your charisma modifier. This restores after a short or long rest.<br />
|trait5= Rusalka Domination<br />
|description5= As an action, you can cast dominate person using your Charisma spellcasting ability. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait6= Charming<br />
|description6= As an action, choose a humanoid creature with 100 ft of you. They make a wisdom save v.s. your spellasting ability based on your charisma. On a fail, they are charmed for 1 hour. <br />
<br />
|trait7= Tresses<br />
|description7= As a bonus action, you can make a grapple with your hair within 10 ft from you. On a success, you also drag the grappled creature 5ft towards you, as long the creature is your size or smaller.<br />
|trait8= Charm Immunity<br />
|description8= As a creature of great beauty and charm, you are immune to charm effects.<br />
|trait9= Gills<br />
|description9= You can breath both water and air<br />
}}<br />
<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvans.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Rusalka_(5e_Race)&diff=1473273Rusalka (5e Race)2021-05-18T14:54:28Z<p>Levelnom: </p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
== Rusalka ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
=== Rusalka Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
=== Rusalka Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|dex}} and {{5a|str}} score increases by 1. <br />
|age= 18 like humans<br />
|alignment= tend to be chaotic neutral<br />
|size= medium<br />
|Creature type= You are both humanoid and undead.<br />
|speed=Your base walking speed is 30 feet. Swimming speed of 40 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2= Universal Beauty<br />
|description2= The Rusalka appear differently and uniquely beautiful to match the taste to each humanoid that it perceives. Truesight reveals as an undead creature<br />
|trait3= Withered Tresses<br />
|description3= If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.<br />
|trait4= Rusalka Magic<br />
|description4= You can cast control water, tongues, water walk with this trait, using Charisma as your spellcasting ability for them. Once you cast any of the spell, you can't cast it again with this trait until you finish a short or long rest.<br />
|trait5= Rusalka Domination<br />
|description5= As an action, you can cast dominate person using your Charisma spellcasting ability. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait6= Charming<br />
|description6= As an action, <br />
|trait7= Tresses<br />
|description7= As a bonus action, you can make a grapple with your hair.<br />
|trait8= Charm Immunity<br />
|description8= As a creature of great beauty and charm,<br />
|trait9= Gills<br />
|description9= You can breath both water and air<br />
}}<br />
<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvans. <br />
<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Rusalka_(5e_Race)&diff=1473272Rusalka (5e Race)2021-05-18T14:50:57Z<p>Levelnom: Created page with " {{stub|A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.}}<!--Remove this line when the race is finished--> == Rusalka..."</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
== Rusalka ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
=== Rusalka Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
=== Rusalka Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|dex} score increases by 1. <br />
|age= 18 like humans<br />
|alignment= tend to be chaotic neutral<br />
|size= medium<br />
|Creature type= You are both humanoid and undead.<br />
|speed=Your base walking speed is 30 feet. Swimming speed of 40 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2= Universal Beauty<br />
|description2= The Rusalka appear differently and uniquely beautiful to match the taste to each humanoid that it perceives. Truesight reveals as an undead creature<br />
|trait3= Withered Tresses<br />
|description3= If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.<br />
|trait4= Rusalka Magic<br />
|description4= You can cast control water, tongues, water walk with this trait, using Charisma as your spellcasting ability for them. Once you cast any of the spell, you can't cast it again with this trait until you finish a short or long rest.<br />
|trait5= Rusalka Domination<br />
|description5= As an action, you can cast dominate person using your Charisma spellcasting ability. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait6= Charming<br />
|description6= As an action, <br />
|trait7= Tresses<br />
|description7= As a bonus action, you can make a grapple with your hair.<br />
|trait8= Charm Immunity<br />
|description8= As a creature of great beauty and charm,<br />
|trait9= Gills<br />
|description9= You can breath both water and air<br />
<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvans. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427674Jack-of-all-classes (5e Class)2021-01-19T04:52:03Z<p>Levelnom: /* Bard */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like abilities or spells that effects others (like bardic inspiration), abilities or spells that effect yourself (like rage), temporary hit points gain from subclass, abilities and spells that have duration (like find familiar spell), and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. Some subclass abilities like warlock's pact magic slots still do get restored after short rest. All of your subclasses, regardless if it active or not, benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell in your spell book without preparing the spell. This ignores subclass's spell casting limitation. This ignores any class or subclass requirement to cast the spell. Exsample, as long a barbarbian subclass is holding the Prism and Spellbook, they can cast the ritual Find familiar spell from the wizard spell list.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion. Falling unconscious or falling below 1 hp does not end this effect.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the subclass's is not a full spell caster, limit the maximum spell slot level. If the subclass is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 6th Level, and a d8 at 10th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Greater inspiration}} ====<br />
At 15th level, Bardic Inspiration uses has increased. You now can use Bardic inspiration equal to your Charisma modifier. Additionally, your bardic inspiration dice has increased to D10.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427668Jack-of-all-classes (5e Class)2021-01-19T04:44:42Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like abilities or spells that effects others (like bardic inspiration), abilities or spells that effect yourself (like rage), temporary hit points gain from subclass, abilities and spells that have duration (like find familiar spell), and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. Some subclass abilities like warlock's pact magic slots still do get restored after short rest. All of your subclasses, regardless if it active or not, benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell in your spell book without preparing the spell. This ignores subclass's spell casting limitation. This ignores any class or subclass requirement to cast the spell. Exsample, as long a barbarbian subclass is holding the Prism and Spellbook, they can cast the ritual Find familiar spell from the wizard spell list.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion. Falling unconscious or falling below 1 hp does not end this effect.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the subclass's is not a full spell caster, limit the maximum spell slot level. If the subclass is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427654Jack-of-all-classes (5e Class)2021-01-19T04:33:56Z<p>Levelnom: /* Muliti-subclass */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like abilities or spells that effects others (like bardic inspiration), abilities or spells that effect yourself (like rage), temporary hit points gain from subclass, abilities and spells that have duration (like find familiar spell), and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. Some subclass abilities like warlock's pact magic slots still do get restored after short rest. All of your subclasses, regardless if it active or not, benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell in your spell book without preparing the spell. This ignores subclass's spell casting limitation. This ignores any class or subclass requirement to cast the spell. Exsample, as long a barbarbian subclass is holding the Prism and Spellbook, they can cast the ritual Find familiar spell from the wizard spell list.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion. Falling unconscious or falling below 1 hp does not end this effect.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427653Jack-of-all-classes (5e Class)2021-01-19T04:32:22Z<p>Levelnom: /* Prism and Spellbook link */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like abilities or spells that effects others (like bardic inspiration), abilities or spells that effect yourself (like rage), temporary hit points gain from subclass, abilities and spells that have duration (like find familiar spell), and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. Some subclass abilities like warlock's pact magic slots still do get restored after short rest. All of your subclasses, regardless if it active or not, benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell in your spell book without preparing the spell. This ignores subclass's spell casting limitation. This ignores any class or subclass requirement to cast the spell. Exsample, as long a barbarbian subclass is holding the Prism and Spellbook, they can cast the ritual Find familiar spell from the wizard spell list.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427648Jack-of-all-classes (5e Class)2021-01-19T04:25:36Z<p>Levelnom: /* Subclass change */</p>
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<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like abilities or spells that effects others (like bardic inspiration), abilities or spells that effect yourself (like rage), temporary hit points gain from subclass, abilities and spells that have duration (like find familiar spell), and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. Some subclass abilities like warlock's pact magic slots still do get restored after short rest. All of your subclasses, regardless if it active or not, benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1427643Jack-of-all-classes (5e Class)2021-01-19T04:19:58Z<p>Levelnom: /* Spellcasting */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare those spells from base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
Unlike normal spellcasters, you learn new cantrips from your subclass.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that you have chosen to learn at level 1 is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like bardic inspiration, rage, temporary hit points, find familiar spell, and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. All of your subclasses benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Everyday_spell_caster_(5e_Variant_Rule)&diff=1426359Everyday spell caster (5e Variant Rule)2021-01-14T23:17:58Z<p>Levelnom: /* Third warlock */</p>
<hr />
<div>== Everyday spell casters ==<br />
Have you ever run out of spells too quickly? Wish to have more spells to cast per day? This is for you! At the price of learning higher level magic at 1/3 speed, Everyday spells casters could cast up to double amount of spells! The trade off is that it takes longer to learn higher level spells. This does leave Everyday spell casters learn lower level spells when compared to a normal spell caster.<br />
<br />
Everyday spell caster also makes a great service NPC. It now makes more sense that the local priest gives out so many Cure wounds. That wizard can make a living on Major illusion side show. Since they cast lower level spells, these service NPC are worst in battle compare to traditional NPC. It makes more sense why they don't help the players in a fight.<br />
<br />
Overall, Everyday spell caster are weaker than traditional spell caster in a single battle. Everyday spell caster shine after a long day of battle. Everyday spell caster may treat level 1 or level 2 spells similar to cantrips since they so much spell slots for those levels.<br />
<br />
=== Full spell caster ===<br />
Everyday full spell caster can utilize the most from this variant rule. It takes 5 levels to feel the real effect of Everyday spell caster (40% more spells). At 10th level and most of their life, it is about 80% more spells. At level 20, Everyday full spell caster can cast 4th level spells and cast exactly double amount of spells.<br />
<br />
Sorcerer power balance note: Sorcerer's flexible casting is stronger than normal. It is easier for sorcerers to create higher spell slot level higher than their normal spell slot. Sorcerer can create a 5th level spell slot which none of the other Everyday mage can ever use. Lower level spell slots have a higher efficiency when it converted into Sorcerery points.<br />
<br />
Suggested power balance fix: The highest spell slot that can be created by flexible caster is no higher than the current highest spell slot that you regain after a long rest.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Full spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | Lvl.<br />
! width="20%" | 1st<br />
! width="20%" | 2nd<br />
! width="20%" | 3rd<br />
! width="20%" | 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 2 || - || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 3 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 7 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 8 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 13 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 16 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 16 || 2 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 16 || 4 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 16 || 8 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 17 || 10 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 17 || 13|| - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 17 || 13|| - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 17 || 13|| 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 17 || 13|| 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 17 || 13|| 4 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 17 || 13|| 4 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 17 || 14|| 6 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 17 || 15|| 7 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 17 || 16|| 7 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 18 || 17|| 8 || 1<br />
|}<br />
<br />
=== Everyday half spell casters ===<br />
Everyday half spell caster are very similar to a normal half spell caster a portion of of their life. It takes 9 levels to start to have a real difference from normal half spell caster (40% more spells). At 11th level and most of their life, it is about 60% more spells. At level 20, Everyday half spell caster can cast 2nd level spells and cast 80% more spells.<br />
<br />
Power balance note: Everyday half spell casters at level 20 that can cast 27 spells which is more than normal full spell casters at level 20 that can cast 22 spells.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Half spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | 1st<br />
! width="33%" | 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 2 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 8 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 13 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 13 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 16 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 16 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 16 || 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 16 || 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 17 || 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 17 || 10<br />
|}<br />
<br />
=== Everyday third spell casters ===<br />
Everyday third spell caster take a very long time to become different enough from a normal third spell caster. It takes long 13 levels to start to be different from normal half spell caster (40% more spells). At 16th level and above, Everyday third spell casters can cast about 60% more spells. They cap at 2nd level spells.<br />
<br />
Power balance note: Everyday third spell casters at level 20 that can cast 18 spells which is more than half spell casters at level 20 that can cast 15 spells.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Third spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | 1st<br />
! width="33%" | 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 2 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 7 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 8 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 16 || 2<br />
|}<br />
<br />
=== Warlock ===<br />
Everyday warlock does not work as well as other Every spell caster. It only takes 3 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at 150% more spells at 9th and 10th level. Everyday warlock becomes weak in levels 11th and 12th level with 60% more spells. At level 20, Everyday warlock can cast 4th level spells and 40% more spells.<br />
<br />
Warlock's Mystic Arcanum ability needs to be changed to reflect the lower spell casting level. Replace Mystic Arcenum with below<br />
<br />
==== Mystic Arcanum ====<br />
At 11th level, your patron bestows upon you a magical Secret called an arcanum. Choose one 1st-level spell from the Warlock spell list as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.<br />
<br />
At higher levels, you gain more Warlock Spells of your choice that can be cast in this way: one 2nd-level spell at 13th level, one 3rd-level spell at 15th level, and one 4th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a Long Rest.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Warlock)<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 4 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 5 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 5 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 5 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 5 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 6 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 6 || 4<br />
|}<br />
<br />
=== Half warlock ===<br />
If a classes has half of a normal warlock spell progress, it is a half warlock. It only takes 5 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at 250% more spells at 19th level.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Half warlock<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 5 || 2<br />
|}<br />
<br />
=== Third warlock ===<br />
If a classes has third of a normal warlock spell progress (like Profane Soul Blood hunter from D&D beyond), it is a third warlock. It only takes 7 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at double of spells at 19th level.<br />
<br />
{|<br />
|style="width:50%"|<br />
;short rest spell caster (warlock)<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 4 || 2<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Everyday_spell_caster_(5e_Variant_Rule)&diff=1426358Everyday spell caster (5e Variant Rule)2021-01-14T23:15:14Z<p>Levelnom: Cast more spells at price of lower spell level</p>
<hr />
<div>== Everyday spell casters ==<br />
Have you ever run out of spells too quickly? Wish to have more spells to cast per day? This is for you! At the price of learning higher level magic at 1/3 speed, Everyday spells casters could cast up to double amount of spells! The trade off is that it takes longer to learn higher level spells. This does leave Everyday spell casters learn lower level spells when compared to a normal spell caster.<br />
<br />
Everyday spell caster also makes a great service NPC. It now makes more sense that the local priest gives out so many Cure wounds. That wizard can make a living on Major illusion side show. Since they cast lower level spells, these service NPC are worst in battle compare to traditional NPC. It makes more sense why they don't help the players in a fight.<br />
<br />
Overall, Everyday spell caster are weaker than traditional spell caster in a single battle. Everyday spell caster shine after a long day of battle. Everyday spell caster may treat level 1 or level 2 spells similar to cantrips since they so much spell slots for those levels.<br />
<br />
=== Full spell caster ===<br />
Everyday full spell caster can utilize the most from this variant rule. It takes 5 levels to feel the real effect of Everyday spell caster (40% more spells). At 10th level and most of their life, it is about 80% more spells. At level 20, Everyday full spell caster can cast 4th level spells and cast exactly double amount of spells.<br />
<br />
Sorcerer power balance note: Sorcerer's flexible casting is stronger than normal. It is easier for sorcerers to create higher spell slot level higher than their normal spell slot. Sorcerer can create a 5th level spell slot which none of the other Everyday mage can ever use. Lower level spell slots have a higher efficiency when it converted into Sorcerery points.<br />
<br />
Suggested power balance fix: The highest spell slot that can be created by flexible caster is no higher than the current highest spell slot that you regain after a long rest.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Full spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | Lvl.<br />
! width="20%" | 1st<br />
! width="20%" | 2nd<br />
! width="20%" | 3rd<br />
! width="20%" | 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 2 || - || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 3 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 7 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 8 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 13 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 16 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 16 || 2 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 16 || 4 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 16 || 8 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 17 || 10 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 17 || 13|| - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 17 || 13|| - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 17 || 13|| 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 17 || 13|| 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 17 || 13|| 4 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 17 || 13|| 4 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 17 || 14|| 6 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 17 || 15|| 7 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 17 || 16|| 7 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 18 || 17|| 8 || 1<br />
|}<br />
<br />
=== Everyday half spell casters ===<br />
Everyday half spell caster are very similar to a normal half spell caster a portion of of their life. It takes 9 levels to start to have a real difference from normal half spell caster (40% more spells). At 11th level and most of their life, it is about 60% more spells. At level 20, Everyday half spell caster can cast 2nd level spells and cast 80% more spells.<br />
<br />
Power balance note: Everyday half spell casters at level 20 that can cast 27 spells which is more than normal full spell casters at level 20 that can cast 22 spells.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Half spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | 1st<br />
! width="33%" | 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 2 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 8 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 13 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 13 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 16 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 16 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 16 || 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 16 || 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 17 || 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 17 || 10<br />
|}<br />
<br />
=== Everyday third spell casters ===<br />
Everyday third spell caster take a very long time to become different enough from a normal third spell caster. It takes long 13 levels to start to be different from normal half spell caster (40% more spells). At 16th level and above, Everyday third spell casters can cast about 60% more spells. They cap at 2nd level spells.<br />
<br />
Power balance note: Everyday third spell casters at level 20 that can cast 18 spells which is more than half spell casters at level 20 that can cast 15 spells.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Third spell caster<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | 1st<br />
! width="33%" | 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 2 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 3 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 7 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 7 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 8 || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 8 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 13 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 16 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 16 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 16 || 2<br />
|}<br />
<br />
=== Warlock ===<br />
Everyday warlock does not work as well as other Every spell caster. It only takes 3 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at 150% more spells at 9th and 10th level. Everyday warlock becomes weak in levels 11th and 12th level with 60% more spells. At level 20, Everyday warlock can cast 4th level spells and 40% more spells.<br />
<br />
Warlock's Mystic Arcanum ability needs to be changed to reflect the lower spell casting level. Replace Mystic Arcenum with below<br />
<br />
==== Mystic Arcanum ====<br />
At 11th level, your patron bestows upon you a magical Secret called an arcanum. Choose one 1st-level spell from the Warlock spell list as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.<br />
<br />
At higher levels, you gain more Warlock Spells of your choice that can be cast in this way: one 2nd-level spell at 13th level, one 3rd-level spell at 15th level, and one 4th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a Long Rest.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Warlock)<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 4 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 5 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 5 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 5 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 5 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 6 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 6 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 6 || 4<br />
|}<br />
<br />
=== Half warlock ===<br />
If a classes has half of a normal warlock spell progress, it is a half warlock. It only takes 5 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at 250% more spells at 19th level.<br />
<br />
{|<br />
|style="width:50%"|<br />
;Half warlock<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 4 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 5 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 5 || 2<br />
|}<br />
<br />
=== Third warlock ===<br />
If a classes has third of a normal warlock spell progress (like Profane Soul Blood hunter from D&D beyond), it is a third warlock. It only takes 7 levels to feel the real effect of Everyday spell caster (50% more spells). It peaks at double of spells at 19th level.<br />
<br />
{|<br />
|style="width:50%"|<br />
;short rest spell caster (warlock)<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="33%" style="text-align: left;" | Lvl.<br />
! width="33%" | Spell slots<br />
! width="33%" | Slot level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || - || - <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 3 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 4 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 4 || 2<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1419503Jack-of-all-classes (5e Class)2020-12-22T18:03:19Z<p>Levelnom: /* Multiclassing */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare known spells on your base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that is gained from 1st level Jack-of-all-classes is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like bardic inspiration, rage, temporary hit points, find familiar spell, and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. All of your subclasses benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1419502Jack-of-all-classes (5e Class)2020-12-22T18:01:15Z<p>Levelnom: /* {{#anc: Eldritch Invocations}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare known spells on your base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that is gained from 1st level Jack-of-all-classes is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like bardic inspiration, rage, temporary hit points, find familiar spell, and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. All of your subclasses benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Jack-of-all-classes level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 20 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1419501Jack-of-all-classes (5e Class)2020-12-22T18:00:25Z<p>Levelnom: /* {{#anc: Pact magic}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare known spells on your base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that is gained from 1st level Jack-of-all-classes is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like bardic inspiration, rage, temporary hit points, find familiar spell, and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. All of your subclasses benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot ONLY disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 20 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1419500Jack-of-all-classes (5e Class)2020-12-22T17:59:29Z<p>Levelnom: /* {{#anc: Pact magic}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary= What happens if there was a way to change your own class at will?<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass storage}},{{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7={{inpage| Prism dress up}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
Unlike normal spellcasters, you learn new spells from your subclass but you prepare known spells on your base class.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that contains any and all components for all spells in existence that does not have a cost.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook. <br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). These spells does not have to be wizard spells or spells that you can cast in your current subclass.<br />
<br />
Your 1st level wizard spell that is gained from 1st level Jack-of-all-classes is always prepared and does not count towards the number of prepared spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclasses storage ====<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current active subclass does not count towards to the amount of stored subclasses. After a long rest can can add, remove or replace one subclass in your Prism.<br />
<br />
Whenever you remove a subclass, the spells in your spellbook from that subclass disappear. During the process of adding a new subclass, you write new spells, if any, into your spellbook.<br />
<br />
GM decides if you can use any advanced subclasses or custom subclasses that they or you have created.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all features and effects from your subclass like bardic inspiration, rage, temporary hit points, find familiar spell, and concentration spells. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
When you switch your subclass, you may cause your prism change color, create harmless sound or harmless flash of light.<br />
<br />
Only the active subclass can benefit from short rest. All of your subclasses benefit from long rest.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
Like weapons, shields can be automatically equipped when taking them out of the Prism.<br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside. Upon creation of a new Prism, the old crumbles into ash.<br />
<br />
==== Prism dress up ====<br />
At 7th level, you connection with the prism grows. Whenever you give or take items from your {{inpage| Prism storage}}, you can instead replace the clothes or light armor that you are currently wearing for another clothes or light armor in the Prism, equip more clothes or light armor from inside the Prism, or remove equipped clothes or light armor into the Prism.<br />
<br />
At 11th level, this can effect medium armor. At 17th level, this can effect heavy armor.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast ritual spell from any class in your spell book without preparing the spell. You can cast this ritual spell even if you could not normally can cast this due to limited spellcasting.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. You can use features of that choosen subclasses and your current subclass at the same time. In this state, you keep your access to all your spell slots, ignoring any spell casting restriction of both subclasses. After an hour or ending it prematurely with an action, you lose the second subclass and gain one level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 time at 3rd level, 2 times at 10th, and 3 times at 18th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't as long they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d4 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 13th level, and to 1d8 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
;Channel Divinity, Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Divine strike}} ====<br />
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Blessed healer}} ====<br />
At 18th level,the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
Source: life cleric<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to 1/4 of your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aerial wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Unarmed Fighting<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Paladin you gain temporary hit points equal to temporary hit points to you last had last time you were a Paladin. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Divine health}} ====<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
;fighting style<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Ranger's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Barbarian you gain temporary hit points equal to temporary hit points to you last had last time you were a Barbarian. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Ranger's skill}} ====<br />
At 6th level, you gain an extra attack.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
;Blind Fighting<br />
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The number of d6 rolled during a sneak attack is equal to (class level -1)/2 rounded down. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. The maximum spell slot level is 5. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after long rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.<br />
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
You expand your brain power to the next level.<br />
<br />
==== {{#anc: Artificer Wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with medium armor, shields, Thieves’ tools, and tinker’s tools.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Artificer spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Artificer spell list. You learn additional Artificer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Artificer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Artificer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Magical Tinkering}} ====<br />
At 3rd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />
<br />
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />
<br />
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />
<br />
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />
<br />
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br />
<br />
The chosen property lasts for 1 year or until you change out of this subclass. As an action, you can touch the object and end the property early.<br />
<br />
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier divide by 3 rounded up (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.<br />
<br />
==== {{#anc: Infuse Item}} ====<br />
At 6th level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.<br />
<br />
;Infusions Known<br />
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach 15th and 18th level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<br />
;Infusing an Item<br />
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).<br />
<br />
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion or change out of this subclass.<br />
<br />
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is equal to number of infusions known divided by 2 (rounded down). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.<br />
<br />
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.<br />
<br />
==== {{#anc: Right tool for the job}} ====<br />
At 10th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again or change out of this subclass.<br />
<br />
==== {{#anc: Tool expertise}} ====<br />
At 15th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.<br />
<br />
==== {{#anc: Persistent magical items}} ====<br />
At 18th level, items created and effected by your Magical tinkering, Infuse Items and Right tool for job does not end by you switching out of this subclass.<br />
<br />
=== Blood hunter ===<br />
You figure out how to use blood to your advantage<br />
<br />
==== {{#anc: Blood hunter wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields, alchemist's kit and survival. If proficient in survival, double it.<br />
<br />
;Blood hunter's body<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
Next time you change into Blood hunter you gain temporary hit points equal to temporary hit points to you last had last time you were a Blood hunter. not your starting temporary hit point.<br />
<br />
;Spellcasting<br />
<br />
At 2nd level, your spell casting is limited. You can only cast cantrips spells.<br />
<br />
==== {{#anc: Hunter's bane}} ====<br />
At 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
<br />
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
;Blood Maledict<br />
At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter's class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.<br />
<br />
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to D4. This is increased to D6 at 5th level, D8 at 11th level, and D10 at 16th level. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.<br />
<br />
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.<br />
<br />
==== {{#anc: Extra attack}} ====<br />
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Fighting style<br />
At 6th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== {{#anc: Crimson Rite}} ====<br />
At 10th level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.<br />
<br />
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short, long rest, if you aren’t holding the weapon at the end of your turn, or switch out of this subclass. When you activate a rite, you lose a number of hit points equal to D6. This is increased to D8 at 11th level and D10 at 16th level.<br />
<br />
For the duration, attacks from this weapon deal an additional 1d6 damage of the chosen rite’s type. This damage is magical, and increases to D8 at 11th level and D10 at 16th level.. A weapon can only hold a single active rite at a time.<br />
<br />
Primal Rites<br />
<br />
Choose from the following:<br />
*Rite of the Flame. Your rite damage is fire damage.<br />
*Rite of the Frozen. Your rite damage is cold damage.<br />
*Rite of the Storm. Your rite damage is lightning damage.<br />
<br />
==== {{#anc: Brand of Castigation}} ====<br />
At 15th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).<br />
<br />
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== {{#anc: Improved Crimson rite}} ====<br />
At 18th level, you learn an additional Primal Rite.<br />
<br />
=== Custom ===<br />
A guide on adding new subclasses<br />
<br />
==== {{#anc: Custom wannabe}} ====<br />
<br />
At 2nd level, you gain proficiency with all proficiency that the custom starts with.<br />
<br />
If the custom starts with more than two skills, add skill proficiency equal to custom starting skills -2.<br />
<br />
;Ability modifier replacement<br />
<br />
At 2nd level, if your your (the custom's main ability. If it is Intelligence, remove this section) modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your (custom's main ability) modifier with Intelligence modifier /2 rounded up<br />
<br />
;Custom's blessed health<br />
<br />
if the custom's hit dice is D4, add the following section:<br />
<br />
At 2nd level, your maximum hit points is decrease equal to your Jack-of-all-classes times D4.<br />
<br />
<br />
If the custom's hit dice is D6 or D8, remove this section<br />
<br />
<br />
if the custom's hit dice is D10, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
if the custom's hit dice is D12, add the following section:<br />
<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes times d4. This only restored after long rest.<br />
<br />
Next time you change into Custom you gain temporary hit points equal to temporary hit points to you last had last time you were a Custom. not your starting temporary hit point.<br />
<br />
<br />
;Spellcasting<br />
<br />
If class is a full spell caster, add the following section:<br />
<br />
At 2nd level, you can cast Custom spells.<br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table. <br />
<br />
<br />
If class is a half spell caster, add the following section:<br />
<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 2nd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 2nd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is a third spell caster, add the following section:<br />
<br />
At 3rd level, your spell casting is limited. You lose access to spell slots that are more than 1/6 of Jack-of-all-classes rounded up. But on the bright side, you can cast Custom spells.<br />
<br />
;Cantrips<br />
If this spell caster cannot learn cantrip, remove cantrip section<br />
<br />
At 3rd level, you know one Cantrip of your choice from the Custom spell list. You learn additional Custom Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
<br />
At 3rd level, you have a Spellbook containing one 1st-level Custom Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
<br />
Each time you gain a Jack-of-all-classes level, you can add one Custom Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
<br />
If class is not a spell caster, add the following section:<br />
At 2nd level, your spell casting is limited. You only can cast cantrip spells.<br />
<br />
==== {{#anc: 1st level ability}} ====<br />
At 3rd level, add 1st level ability from custom. If there is no 1st level ability from custom, pick a 1st level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sorcery points from sorcerer<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
==== {{#anc: 2nd level ability}} ====<br />
At 6th level, add 2nd level ability from custom. If there is no 2nd level ability from custom, pick a 2nd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 1st level and 6th level, add the following section<br />
<br />
;extra attack<br />
At 6th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 3rd level ability}} ====<br />
At 10th level, add 3rd level ability from custom. If there is no 3rd level ability from custom, pick a 3rd level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 7th level and 10th level, add the following section<br />
<br />
;extra attack<br />
At 10th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc:4th and 5th level ability}} ====<br />
At 15th level, add 4th and 5th level ability from custom, not including ability increase. If there is no 4th or 5th level ability from custom, pick a 4th or 5th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 11th level and 15th level, add the following section<br />
<br />
;extra attack<br />
At 15th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
==== {{#anc: 6th or 7th level ability}} ====<br />
At 18th level, add 6th or 7th level ability from custom, not including ability increase. If there is no 6th or 7th level ability from custom, pick a 6th or 7th level ability from one of custom's subclasses.<br />
<br />
If the ability scales with class level, choose one:<br />
* Reduce effectiveness by 1/3. ex: 1/3 number of sneak attack dice from rouge<br />
* If it recharge after short rest, it now recharge after long rest<br />
* Reduce the number of uses per rest by 1/3<br />
* combination of the above<br />
<br />
If custom adds extra attack, between 16th level and 18th level, add the following section<br />
<br />
;extra attack<br />
At 18th level, can Attack one more time, whenever you take the Attack action on Your Turn.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 20 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Dilettante Tag]] <!-- archetypal - U - This class gives access to feature sets from oodles of other classes. --></div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Three-Quarters_Spellcaster_(5e_Variant_Rule)&diff=1419280Three-Quarters Spellcaster (5e Variant Rule)2020-12-22T03:09:22Z<p>Levelnom: </p>
<hr />
<div>== Other part Spellcaster ==<br />
In the ''Player's Handbook'' there are three progressions of spellcaster: <br />
*"Full" spellcasters that can cast up to 9th level spells.<br />
*"Half" spellcasters that can cast up to 5th level spells. These are spellcasters that primarily have a combat role.<br />
*"Third" spellcasters that can cast up to 4th level spells. These are class archetypes that add a little sprinkle of magic without competing with other spellcasters.<br />
<br />
The names are so-called because of their contribution towards spell slots when multiclassing (PHB p. 165).<br />
<br />
==Three-Quarters Spellcaster==<br />
There is design space for a "three-quarters" spellcaster. As a 3/4 spellcaster you would be able to cast up to 8th level spells, and contribute 3/4 of their levels when determining spell slots when multiclassing.<br />
<br />
This would be useful for homebrew classes that are primarily spellcasters, but are more competent in other areas such as combat. They would have access to some of the "big hitter" spells (6th, 7th, and 8th level) without competing with a cleric or wizard, and it frees up some space for other features.<br />
<br />
===Three-Quarters Spellcaster: Spell Slots per Level===<br />
The table also shows how many spell points the class would have if using the optional spell points rule (DMG p. 289). The "spells known" table is used if the class must learn spells from their class spell list.<br />
<br />
<br />
{|<br />
|style="width:50%"|<br />
;Spell Slots per Level<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="9%" style="text-align: left;" | Lvl.<br />
! width="9%" | Spells Known<br />
! width="9%" | 1st<br />
! width="9%" | 2nd<br />
! width="9%" | 3rd<br />
! width="9%" | 4th<br />
! width="9%" | 5th<br />
! width="9%" | 6th<br />
! width="9%" | 7th<br />
! width="9%" | 8th<br />
! width="9%" | Spell Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 2 ||2 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 5 || 4 || 2 || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 5 || 4 || 3 || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 6 || 4 || 3 || 2 || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 27<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 7 || 4 || 3 || 2 || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 27<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 7 || 4 || 3 || 3 || &mdash; || &mdash;|| &mdash;|| &mdash; || &mdash; || 32<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 8 || 4|| 3 || 3 || 1 || &mdash;|| &mdash;|| &mdash; || &mdash; || 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 9 || 4|| 3 || 3 || 2 || &mdash;|| &mdash;|| &mdash; || &mdash; || 44<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 9 || 4|| 3 || 3 || 2 || &mdash;|| &mdash;|| &mdash; || &mdash; || 44<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 10 || 4|| 3 || 3 || 3 || 1 || &mdash;|| &mdash; || &mdash; || 57<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 11 || 4|| 3 || 3 || 3 || 2 || &mdash;|| &mdash; || &mdash; || 64<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 11 || 4|| 3 || 3 || 3 || 2 || 1|| &mdash; || &mdash; || 73<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 12 || 4|| 3 || 3 || 3 || 2 || 1 || &mdash; || &mdash; || 73<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 12 || 4|| 3 || 3 || 3 || 2 || 1 || &mdash; || &mdash; || 73 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 12 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || &mdash; || 83 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || &mdash; || 83<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || &mdash; || 83<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || 1 || 94<br />
|}<br />
<br />
==Two-thirds Spellcaster==<br />
There is design space for a "two-thirds" spellcaster. As a 2/3 spellcaster you would be able to cast up to 7th level spells, and contribute 2/3 of their levels when determining spell slots when multiclassing.<br />
<br />
This would be useful for homebrew classes that are mostly spellcasters, but are more competent in other areas such as combat. They would have access to some of the "big hitter" spells (6th and 7th level) without competing with a cleric or wizard, and it frees up some space for other features. Missing access to 8th and 9th level spells will make two-thirds spellcaster feel between a half and full spell caster.<br />
<br />
===Two-thirds Spellcaster: Spell Slots per Level===<br />
The table also shows how many spell points the class would have if using the optional spell points rule (DMG p. 289). The "spells known" table is used if the class must learn spells from their class spell list.<br />
<br />
<br />
{|<br />
|style="width:50%"|<br />
;Spell Slots per Level<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="10%" style="text-align: left;" | Lvl.<br />
! width="10%" | Spells Known<br />
! width="10%" | 1st<br />
! width="10%" | 2nd<br />
! width="10%" | 3rd<br />
! width="10%" | 4th<br />
! width="10%" | 5th<br />
! width="10%" | 6th<br />
! width="10%" | 7th<br />
! width="10%" | Spell Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || 2 || 2 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 5 || 4 || 2 || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 5 || 4 || 2 || &mdash; || &mdash; || &mdash;|| &mdash;|| &mdash; || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 6 || 4 || 3 || - || &mdash; || &mdash;|| &mdash;|| &mdash; || 17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 7 || 4 || 3 || 2 || &mdash; || &mdash;|| &mdash;|| &mdash; || 27<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 7 || 4 || 3 || 2 || &mdash; || &mdash;|| &mdash;|| &mdash; || 27<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 8 || 4|| 3 || 3 || - || &mdash;|| &mdash;|| &mdash; || 32<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 9 || 4|| 3 || 3 || 1 || &mdash;|| &mdash;|| &mdash; || 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 9 || 4|| 3 || 3 || 1 || &mdash;|| &mdash;|| &mdash; || 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 10 || 4|| 3 || 3 || 2 || - || &mdash;|| &mdash; || 44<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 11 || 4|| 3 || 3 || 3 || 1 || &mdash;|| &mdash; || 57<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 11 || 4|| 3 || 3 || 3 || 1 || - || &mdash; || 57<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 12 || 4|| 3 || 3 || 3 || 1 || - || &mdash; || 64<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 12 || 4|| 3 || 3 || 3 || 2 || 1 || &mdash; || 73 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 12 || 4|| 3 || 3 || 3 || 2 || 1 || - || 73 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || - || 73<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || 83<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 13 || 4|| 3 || 3 || 3 || 2 || 1 || 1 || 83<br />
|}<br />
<br />
==One-Quarter Spellcaster==<br />
Similarly, a "one-quarter" spellcaster can cast 1st, 2nd or 3rd level spells: fewer even than the eldritch knight or arcane trickster. A one-quarter spellcaster contributes 1/4 of their levels to determine spell slots when multiclassing.<br />
<br />
===One-Quarter Spellcaster: Spell Slots per Level===<br />
The table also shows how many spell points the class would have if using the optional spell points rule (DMG p. 289)<br />
{|<br />
|style="width:75%"|<br />
;Spell Slots per Level<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="10%" style="text-align: left;" | Lvl.<br />
! width="10%" | Spells Known<br />
! width="10%" | 1st<br />
! width="10%" | 2nd<br />
! width="10%" | 3rd<br />
! width="10%" | Spell Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || 2 || 2 || &mdash; || &mdash; || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || 3 || 2 || &mdash; || &mdash; || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || 4 || 3 || &mdash; || &mdash; || 6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || 4 || 3 || &mdash; || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || 4 || 3 || &mdash; || &mdash; || 6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || 4 || 3 || &mdash; || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || 5 || 4 || 2 || &mdash; || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || 5 || 4 || 2 || &mdash;|| 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|11th || 6 || 4 || 2 || &mdash;|| 14 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th || 6 || 4 || 2 || &mdash;|| 14 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th || 7 || 4 || 3 || &mdash;|| 17 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th || 7 || 4 || 3 || &mdash;|| 17 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th || 8 || 4 || 3 || &mdash;|| 17 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th || 8 || 4 || 3 || &mdash;|| 17 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th || 9 || 4 || 3 || 2 || 27 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th || 9 || 4 || 3 || 2 || 27 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th || 10 || 4 || 3 || 2 || 27 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 10 || 4 || 3 || 2 || 27 <br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390580Jack-of-all-classes (5e Class)2020-10-08T23:47:06Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons and Nature || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390579Jack-of-all-classes (5e Class)2020-10-08T23:46:34Z<p>Levelnom: /* {{#anc: Ranger wannabe}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor, Shields and nature. If proficient in nature, double it.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390571Jack-of-all-classes (5e Class)2020-10-08T23:22:50Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intelligence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain proficiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390570Jack-of-all-classes (5e Class)2020-10-08T23:22:23Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Intellengence || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390569Jack-of-all-classes (5e Class)2020-10-08T23:21:41Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|-<br />
| [[#Wizard|Wizard]] || None || Charisma || 9 || Wizard<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390568Jack-of-all-classes (5e Class)2020-10-08T23:20:57Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock|Warlock]] || None || Charisma || 9 || Warlock<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390567Jack-of-all-classes (5e Class)2020-10-08T23:19:29Z<p>Levelnom: /* Starting classes */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
All subclasses follow a pattern. First, list the proficiency gain based on the proficiency gained from a normal muliclass. Secound is ability increase. If the primary ability modifier of the form's class is lower than your Intelligence modifier /2 rounded up, primary ability modifier becomes equal to your Intelligence/2 rounded up. Third is spellcasting. If the form's is not a full spell caster, limit the maximum spell slot level. If the form's class is a spell caster, you now can cast those spells.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Form !! Proficiency gained !! Primary stat !! Spell slot maximum !! Access new spells<br />
|-<br />
| [[#Barbarian Form|Barbarian]] || medium armor, shield, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Bard Form|Bard]] || musical instrument, and Persuasion || Charisma || 9 || Bard <br />
|-<br />
| [[#Cleric Form|Cleric]] || medium armor, shields , martial weapons || Wisdom || 9 || Cleric <br />
|-<br />
| [[#Druid Form|Druid]] || medium armor and shields || Wisdom || 9 || Druid <br />
|-<br />
| [[#Fighter Form|Fighter]] || all armors, shields, and martial weapons || Strength || Cantrip || None<br />
|-<br />
| [[#Monk Form|Monk]] || shortswords || Dexterity || Cantrip || None<br />
|-<br />
| [[#Paladin Form|Paladin]] || all armors, shields, and martial weapons || Charisma || 5 || Paladin<br />
|-<br />
| [[#Ranger Form|Ranger]] || medium armor, shields, martial weapons || Dexterity || 5 || Ranger<br />
|-<br />
| [[#Rogue Form|Rogue]] || thieves' tools, Stealth and Slight of hand || Dexterity || Cantrip || None<br />
|-<br />
| [[#Sorcerer Form|Sorcerer]] || None || Charisma || 9 || Sorcerer<br />
|-<br />
| [[#Warlock Form|Warlock]] || None || Charisma || 9 || Warlock<br />
|}<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390545Jack-of-all-classes (5e Class)2020-10-08T21:55:41Z<p>Levelnom: /* Wizard */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
.<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You can cast Wizard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390543Jack-of-all-classes (5e Class)2020-10-08T21:55:09Z<p>Levelnom: /* Warlock */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
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|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
.<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Warlock spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390541Jack-of-all-classes (5e Class)2020-10-08T21:54:29Z<p>Levelnom: /* Sorcerer */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390539Jack-of-all-classes (5e Class)2020-10-08T21:53:49Z<p>Levelnom: /* Rogue */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390538Jack-of-all-classes (5e Class)2020-10-08T21:53:25Z<p>Levelnom: /* Ranger */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
.<br />
<br />
=== Ranger ===<br />
You learn how to hide in the nature.<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Ranger spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390537Jack-of-all-classes (5e Class)2020-10-08T21:52:09Z<p>Levelnom: /* Paladin */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
.<br />
<br />
=== Paladin ===<br />
You learn some tricks from the nearby holy warriors.<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390536Jack-of-all-classes (5e Class)2020-10-08T21:51:29Z<p>Levelnom: /* {{#anc: Paladin Wannabe}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up. But on the bright side, you can cast Paladin spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390535Jack-of-all-classes (5e Class)2020-10-08T21:50:24Z<p>Levelnom: /* {{#anc: Sorcerer wannabe}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast sorcerer spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390533Jack-of-all-classes (5e Class)2020-10-08T21:48:54Z<p>Levelnom: /* Monk */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
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<br />
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}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390532Jack-of-all-classes (5e Class)2020-10-08T21:48:36Z<p>Levelnom: /* Fighter */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390531Jack-of-all-classes (5e Class)2020-10-08T21:48:14Z<p>Levelnom: /* Monk */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
You discover to channel your inner energy<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390530Jack-of-all-classes (5e Class)2020-10-08T21:47:42Z<p>Levelnom: /* Fighter */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
You learn the art of the blade.<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390529Jack-of-all-classes (5e Class)2020-10-08T21:45:29Z<p>Levelnom: /* {{#anc: Deflect missles}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;Unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390528Jack-of-all-classes (5e Class)2020-10-08T21:44:04Z<p>Levelnom: /* {{#anc: Sneak attack}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase to 2d6 at 12th level and 3d6 at 18th level. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390526Jack-of-all-classes (5e Class)2020-10-08T21:34:32Z<p>Levelnom: /* {{#anc: Martial Arts}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level and d8 at 18th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390524Jack-of-all-classes (5e Class)2020-10-08T21:25:40Z<p>Levelnom: /* {{#anc: Combat wild shape}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
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<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
;Improved wild shape<br />
At 6th level, you can wild shape CR 1/2 or lower.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390523Jack-of-all-classes (5e Class)2020-10-08T21:23:32Z<p>Levelnom: /* Druid */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Druid spells. When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390522Jack-of-all-classes (5e Class)2020-10-08T21:21:41Z<p>Levelnom: /* {{#anc: Bard wannabe }} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Bard spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390521Jack-of-all-classes (5e Class)2020-10-08T21:21:04Z<p>Levelnom: /* Spellcasting */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level wizard spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down). Your 1st level wizard spell is always prepared.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390520Jack-of-all-classes (5e Class)2020-10-08T21:18:57Z<p>Levelnom: /* {{#anc: Cleric wannabe}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You can cast Cleric spells<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390519Jack-of-all-classes (5e Class)2020-10-08T21:13:57Z<p>Levelnom: /* {{#anc: Fount of inspiration}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
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* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make with that Proficiency.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390518Jack-of-all-classes (5e Class)2020-10-08T21:13:04Z<p>Levelnom: /* {{#anc: Song of rest}} */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that Proficiency.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390517Jack-of-all-classes (5e Class)2020-10-08T21:05:30Z<p>Levelnom: /* Subclass change */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
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|extra2_name= Cantrips known<br />
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}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You lose all effects from your subclass like bardic inspiration, rage, find familiar spell, and concentration spells disappear. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. Do remember that your current subclass does not count towards to the amount of stored subclasses. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390515Jack-of-all-classes (5e Class)2020-10-08T21:02:34Z<p>Levelnom: /* Spellcasting */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You all effects from your subclass like bardic inspiration, rage and concentration spells disappear. You lose all features of your old subclass. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390513Jack-of-all-classes (5e Class)2020-10-08T21:01:56Z<p>Levelnom: /* Spellcasting */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence. It starts of empty and you will have to find materials to fill it up.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You all effects from your subclass like bardic inspiration, rage and concentration spells disappear. You lose all features of your old subclass. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
<br />
Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
<br />
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
<br />
;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
<br />
<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
<br />
===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
<br />
===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
<br />
===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
<br />
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
<br />
===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
<br />
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
Source: Fiend warlock<br />
<br />
<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
<br />
===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
<br />
===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
<br />
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
<br />
The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
<br />
<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Levelnomhttps://www.dandwiki.com/w/index.php?title=Jack-of-all-classes_(5e_Class)&diff=1390505Jack-of-all-classes (5e Class)2020-10-08T20:30:13Z<p>Levelnom: /* Multiclassing */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Jack-of-all-classes ==<br />
Each class is specialized in something. Wizards are masters of magic. Rouge are masters of skills. Monks are masters of unarmed fighting. Pladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Prism has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experence any class that they can imagine.<br />
<br />
=== Creating a Jack-of-all-classes ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class?<br />
<br />
;Quick Build<br />
You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.<br />
<br />
{{5e Class Features<br />
|name= Jack-of-all-classes <br />
|summary=<br />
|hd=8<br />
|spellcasting=full<br />
|armor= light armor<br />
|weapons= simple weapon<br />
|tools= none<br />
|saves= Intelligence and Constitution<br />
|skills= <br />
|item1a= simple weapon<br />
|item1b=<br />
|item1c=<br />
|item2a= dagger<br />
|item2b= sling shot<br />
|item2c=<br />
|item3a= Jack-of-all-components pouch<br />
|item3b=<br />
|item3c=<br />
|item4a= Spellbook<br />
|item4b=<br />
|item4c=<br />
|item5a= Prism<br />
|item5b=<br />
|classfeatures1={{inpage| Spellcasting}} <br />
|classfeatures2={{inpage| Trade school}}<br />
|classfeatures3={{inpage| Subclass change}}, {{inpage| Prism storage}}, [[#Trade school| Trade school feature]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage| Prism magic}}<br />
|classfeatures6=[[#Trade school| Trade school feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Trade school| Trade school feature]]<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage| Prism and Spellbook link}}<br />
|classfeatures15=[[#Trade school| Trade school feature]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Trade school| Trade school feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage| Muliti-subclass}}<br />
<br />
|extrasonleft=<br />
|extra1_name= Subclasses stored<br />
|extra1_1=0<br />
|extra1_2=0<br />
|extra1_3=1<br />
|extra1_4=1<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name= Cantrips known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
}}<br />
<br />
==== Spellcasting ====<br />
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know one Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 1st level, you have a Spellbook containing one 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Casting Spells<br />
The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
;Ritual Casting<br />
You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook.<br />
<br />
;Jack-of-all-conpoments pouch<br />
Jack-of-all-conpoments pouch is a mix between a bag of holding and a components pouch. It is a bag of holding that only can hold components for any spells in existence. It starts of empty and you will have to find materials to fill it up.<br />
<br />
;Learning Spells of 1st level and Higher<br />
You only know one 1st level spell. Future subclasses can add more spells to your Spellbook.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Spells that are in your Spellbook. To do so, choose a number of Spells from your Spellbook equal to your Jack-of-all-classes level times (Proficiency /2 rounded down).<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your Spellcasting Ability for your Jack-of-all-classes Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jack-of-all-classes spell you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier<br />
<br />
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier<br />
<br />
==== Trade school ====<br />
At 2nd level, you chose a Trade school. Choose between {{inpage|Barbarian}}, {{inpage|Bard}}, {{inpage|Cleric}}, {{inpage|Druid}}, {{inpage|Fighter}}, {{inpage|Monk}}, {{inpage|Paladin}}, {{inpage|Ranger}}, {{inpage|Rouge}}, {{inpage|Sorcerer}}, {{inpage|Warlock}}, and {{inpage|Wizard}}, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 15th and 18th level.<br />
<br />
==== Subclass change ====<br />
At 3rd level, you learn to store memories into your Prism. You can trade your memories about this current subclass with memories of a different subclass stored in a Prism. In other words, you gain the ability to change your subclass.<br />
<br />
As an action, you can switch your current subclass with another subclass stored in the Prism. You all effects from your subclass like bardic inspiration, rage and concentration spells disappear. You lose all features of your old subclass. You gain all features of your new subclass.<br />
<br />
When you switch back to a subclass that you have used, expended resources like lost in temporary hit points and spent bardic inspiration, does not get restored. When you switch back, previously activated effects like concentration spell and rage does not resume.<br />
<br />
During a short rest, only the current subclass gets effected of the short rest. During a long rest, all of your subclasses gets effected by the long rest.<br />
<br />
;Subclasses stored<br />
At 3rd level, you finally unlock the secrets of the Prism. You can store up to one subclass in your Prism. You can store more subclasses according to the Jack-of-all-classes chart. After a long rest can can add or remove one subclass in your Prism. As of this point you can only add starting subclasses.<br />
<br />
Adding advanced subclasses to your Prism is harder to add than your starting subclasses. If you have seen one of their active or passive ability in action, or someone or something (like a book) teach you about their active or passive ability in great detail, you can add that advanced subclass to your Prism the same way as the starting subclasses.<br />
<br />
==== Prism storage ====<br />
At 3rd level, you discover a method to store items in your Prism. You can put up to your Jack-of-all-classes level + Intelligence modifier of weapons or armors into the Prism. You have a separate space inside your Prism that has the same limit but stores clothes, tools, and quiver/bag that can store up to 20 of any ammunition. No other type of item may be put inside. You can take out or put in any of these items as you would a normal item interaction from your bags. The Prism with have the same weight regardless what is inside. If the Prism is destroyed, the items comes out and lands on the ground. <br />
<br />
In the same action of that you use your Subclass change, you can have your Prism give you anything in its storage. In the same turn as your subclass change, you can use a bonus action to retrieve any item inside the Prism.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Prism magic ====<br />
At 5th level, you begin to understand your Prism better. As an action, you can summon your Prism regardless the current location it is in. After a short rest, you can fully repair your Prism. After a long rest, you can create a new Prism, but without any subclasses stored inside, if your old one is broken or cannot be retrieved.<br />
<br />
==== Prism and Spellbook link ====<br />
At 14th level, you figure out how to use Prism and the Spellbook at the same time. When holding to both your Prism and Spellbook, you can cast any ritual in your spell regardless any limitations that is created from your subclass or a lack of a subclass.<br />
<br />
==== Muliti-subclass ====<br />
At 20th level, you become a master of all of your subclasses. As an action, you can pick another subclass from your Prism. With your great mind power, you can use features of both subclasses. In this state, your spellcasting is not limited. After an hour or ending it prematurely with an action, you lose the second subclass and gain 1 level of exhaustion.<br />
<br />
== Starting classes ==<br />
<br />
=== Barbarian ===<br />
You begin to feel the power of anger.<br />
<br />
===={{#anc: Barbarian wannabe}}====<br />
At 2nd level, you gain profiency with medium armor, shield, and Martial Weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Strength modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Barbarian's health<br />
At 2nd level, you gain temporary hit points equal to Jack-of-all-classes level times d4. This only can be restored after long rest.<br />
<br />
===={{#anc: Rage}}====<br />
At 3rd level, In battle, you fight with primal ferocity. On Your Turn, you can enter a primal rage as a Bonus Action.<br />
<br />
While primal raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
* You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
* When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. At level 17, this is increased to +2.<br />
<br />
* You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
* You can't cast spells or concentrate on spells while raging.<br />
<br />
Your primal rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your primal rage on Your Turn as a Bonus Action.<br />
<br />
Once you have primal raged the maximum number of times for your Jack-of-all-classes level, you must finish a Long Rest before you can rage again. You may rage 1 times at 2nd level, 2 at 11th, and 3 at 17th.<br />
<br />
Primal rage, rage and frenzy do not stack.<br />
<br />
;Unarmored defense<br />
At 3rd level, you become better at taking blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.<br />
<br />
===={{#anc: Danger sense}}====<br />
At 6th level, you gain an uncanny sense of when things nearby aren't aslong they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.<br />
<br />
;Barbarian's attacks<br />
At 6th level, you gain extra attack.<br />
<br />
===={{#anc: Reckless attack}}====<br />
At 10th level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.<br />
<br />
===={{#anc: Fast movement}}====<br />
At 15th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.<br />
<br />
===={{#anc: Feral instinct}}====<br />
At 18th level, your instincts are so honed that you have advantage on Initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.<br />
<br />
<br />
=== Bard ===<br />
You have discover to channel music through music.<br />
<br />
==== {{#anc: Bard wannabe }}====<br />
At 2nd level, you gain proficiency in persuasion and one music instrument. If you already have proficiency in those skills, double them instead.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have discover to channel music through music.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Bard spell list. You learn additional Bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Bard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Bard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Bardic inspiration}} ====<br />
At 3rd level, you can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.<br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier divided by two rounded up (a minimum of once). You regain any expended uses when you finish a Long Rest.<br />
<br />
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 15th level.<br />
<br />
==== {{#anc: Jack of all trades}} ====<br />
At 6th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br />
<br />
==== {{#anc: Song of rest}} ====<br />
At 10th level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br />
<br />
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 13th level, and to 1d10 at 17th level.<br />
<br />
;Expertise<br />
At 10th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Fount of inspiration}} ====<br />
At 15th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br />
<br />
;Expertise<br />
At 15th level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Countercharm}} ====<br />
At 18th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
<br />
<br />
=== Cleric ===<br />
Gods exist in this world for a long time. Sometimes they grow old and desire for something to be different. With your constantly changing subclasses, these bored Gods grant you a tiny part of their power.<br />
<br />
==== {{#anc: Cleric wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor and shield.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You have been blessed with the knowledge of divine magic.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Cleric Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Cleric Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Disciple of Life}} ====<br />
At 3rd level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to the spell’s level.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Channel divinity}} ====<br />
At 6th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and Preserve life (unlocks at level 10). Some domains grant you additional Effects as you advance in levels, as noted in the domain description.<br />
<br />
When you use your Channel Divinity, you choose which Effect to create. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Jack-of-classes spell save DC.<br />
<br />
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses.<br />
<br />
;Channel Divinity Turn Undead<br />
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.<br />
<br />
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br />
<br />
==== {{#anc: Channel Divinity: Preserve life}} ====<br />
At 10th level, you can use your Channel Divinity to heal the badly injured.<br />
<br />
As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.<br />
<br />
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.<br />
<br />
Source: life cleric<br />
<br />
==== {{#anc: Destroy Undead}} ====<br />
At 15th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. At 20th level, CR increases to 1.<br />
<br />
==== {{#anc: Divine Intervention}} ====<br />
At 18th level, you can call on your deity to intervene on your behalf when your need is great.<br />
<br />
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower to 7, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell would be appropriate. If your deity intervenes, you can't use this feature again for 10 days. Otherwise, you can use it again after you finish a Long Rest.<br />
<br />
<br />
<br />
=== Druid ===<br />
You learn to connect to nature.<br />
<br />
==== {{#anc: Druid Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor and shield. <br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
When wearing metal, you cannot cast any spells.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Druid spell list. You learn additional Druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Druid Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Druid Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Wild Shape}} ====<br />
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a Long Rest.<br />
<br />
You can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.<br />
<br />
You can stay in a beast shape for a number of hours equal to half your Jack-of-all-classes level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.<br />
<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.<br />
<br />
* When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.<br />
<br />
* You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.<br />
<br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.<br />
<br />
* You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.<br />
<br />
==== {{#anc: Combat wild shape}} ====<br />
At 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.<br />
<br />
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<br />
<br />
==== {{#anc: Circle forms}} ====<br />
At 10th level, you can transform into a beast with a challenge rating as high as your druid level divided by 6, rounded down.<br />
<br />
;Aquatic wild shape<br />
At 10th level, you can wild shape into animals that have swimming speed.<br />
<br />
==== {{#anc: Primal Strike}} ====<br />
At 15th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== {{#anc: Thousands forms}} ====<br />
At 18th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.<br />
<br />
;Aquatic wild shape<br />
At 18th level, you can wild shape into animals that have flying speed.<br />
<br />
<br />
<br />
=== Fighter ===<br />
<br />
<br />
==== {{#anc: Fighter wannabe}} ====<br />
At 2nd level, you gain proficiency in medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Strength modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Strength modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
;Fighter's fitness<br />
At 2nd level, you gain Jack-of-all-classes worth of temporary hit points. You only restore these temporary hit points after long rest.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== {{#anc: Action surge}} ====<br />
At 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.<br />
<br />
Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
;Fighter's specialty<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Second wind}} ====<br />
At 10th level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Jack-of-all-classes level.<br />
<br />
Once you use this feature, you must finish a long Rest before you can use it again.<br />
<br />
==== {{#anc: Fighter's specialty}} ====<br />
At 15th level, you can makes three attacks<br />
<br />
==== {{#anc: Indomitable}} ====<br />
At 18th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.<br />
<br />
<br />
<br />
=== Monk ===<br />
<br />
==== {{#anc: Monk wannabe}} ====<br />
At 2nd level, you gain proficiency with short sword.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Dexterity modifier /2 rounded up<br />
<br />
;Spellcaster<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Martial Arts}} ====<br />
At 3rd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.<br />
<br />
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. It becomes d6 at 11th level.<br />
<br />
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.<br />
<br />
;Unarmored defense<br />
At 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== {{#anc: Ki}} ====<br />
At 6th level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Jack-of-all-classes worth of Ki<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 2 hours of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:<br />
<br />
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
<br />
;Flurry of Blows<br />
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.<br />
<br />
;Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.<br />
<br />
;Monk's speed<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Deflect missles}} ====<br />
At 10th level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d4 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.<br />
<br />
;unarmored movement<br />
your speed increases by 10 feet while you are not wearing armor or wielding a Shield. At 18th level, this is increased to 15 feet.<br />
<br />
==== {{#anc: Stunning strike}} ====<br />
At 15th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.<br />
<br />
;slow fall<br />
At 15th level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.<br />
<br />
==== {{#anc: Ki-Empowered Strikes}} ====<br />
At 18th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
<br />
=== Paladin ===<br />
<br />
<br />
==== {{#anc: Paladin Wannabe}} ====<br />
At 2nd level, you gain proficiency with medium armor, shield, heavy armor and marshal weapons.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's blessed health<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes. This only restored after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Paladin spell list. You learn additional Paladin Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Paladin Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Paladin Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Lay of hands}} ====<br />
At 3rd level, your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Jack-of-all-classes level x 2.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;Divine sense<br />
By 3rd level. The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.<br />
<br />
==== {{#anc: Divine smite}} ====<br />
At 6th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.<br />
<br />
;Paladin's might<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
<br />
<br />
;Divine health<br />
At 10th level, the Divine Magic flowing through you makes you immune to disease.<br />
<br />
==== {{#anc: Channel divinity: Champion Challenge}} ====<br />
At 15th level, As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.<br />
<br />
You must then finish a long Rest to use your Channel Divinity again.<br />
<br />
Source: crown paladin<br />
<br />
==== {{#anc: Aura of protection}} ====<br />
At 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
<br />
<br />
=== Ranger ===<br />
<br />
<br />
==== {{#anc: Ranger wannabe}} ====<br />
At 2nd level, you gain proficiency Marshal weapon, Medium Armor and Shields.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your your Wisdom modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Wisdom modifier with Intelligence modifier /2 rounded up<br />
<br />
;Paladin's body<br />
At 2nd level, you gain temporary hit points equal to your Jack-of-all-classes level. You only regain this after long rest.<br />
<br />
;Spellcasting<br />
At 2nd level, your spell casting is limited. At level 2nd, your spell casting is limited. You lose access to spell slots that are more than 1/4 of Jack-of-all-classes rounded up.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Ranger spell list. You learn additional Ranger Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Ranger Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Ranger Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc: Favored enemy}} ====<br />
At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br />
<br />
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.<br />
<br />
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.<br />
<br />
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.<br />
<br />
You choose one additional Favored Enemy, as well as an associated language, at 18th level.<br />
<br />
==== {{#anc: Fighting style}} ====<br />
At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
<br />
;Ranger's skill<br />
At 6th level, you gain an extra attack.<br />
<br />
==== {{#anc: Natural explorer}} ====<br />
At 10th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.<br />
<br />
While traveling for an hour or more in your Favored terrain, you gain the following benefits:<br />
<br />
* Difficult Terrain doesn't slow your group's Travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you Forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
You choose additional Favored terrain types at 18th level.<br />
<br />
==== {{#anc: Primal awareness}} ====<br />
At 15th level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.<br />
<br />
;{{#anc: Land's stride}}<br />
At 18th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.<br />
<br />
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.<br />
<br />
<br />
<br />
=== Rogue ===<br />
You learn how to be more nimble and taking advantage of distracted enemies.<br />
<br />
==== {{#anc: Rogue wannabe}} ====<br />
At 2nd level, you proficiency in hand crossbows, longswords, rapiers, shortswords, thieves' tool, stealth and sleight of hand.<br />
<br />
;Ability modifier replacement<br />
At 2nd level, if your Dexterity modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Dexterity modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
At 2nd level, your spellcasting becomes limited. You can only cast cantrip spells.<br />
<br />
==== {{#anc: Sneak attack}} ====<br />
At 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
Your sneak attack increase when Jack-of-classes level dived by 6 rounded down worth of d6. <br />
<br />
;Expertise<br />
At 3rd level, you have Proficiency Bonus is doubled for any ability check you make for stealth and sleight of hand skills.<br />
<br />
==== {{#anc: Cunning action}} ====<br />
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== {{#anc: Uncanny reaction}} ====<br />
At 10th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.<br />
<br />
==== {{#anc: Expertise}} ====<br />
At 15th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.<br />
<br />
==== {{#anc: Evasion}} ====<br />
At 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
<br />
=== Sorcerer ===<br />
Your ancestors have done great things for one of the divine beings. As a reward, they blessed the descendants a blessing. You are one of those descendants.<br />
<br />
==== {{#anc: Sorcerer wannabe}} ====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
<br />
;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Sorcerer Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
;Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Sorcerer Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
<br />
==== {{#anc:Tempestuous Magic}} ====<br />
At 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
Source: storm sorcerer<br />
<br />
;Ignite<br />
At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<br />
<br />
Source: Phoenix sorcerer<br />
<br />
==== {{#anc: Font of magic}} ====<br />
At 6th level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.<br />
<br />
Sorcery Points<br />
You have Jack-of-all-classes level divided by 3 rounded down worth of sorcery points. You can never have more sorcery points than your starting sorcery points. You regain all spent sorcery points when you finish a Long Rest.<br />
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Flexible Casting<br />
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
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Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.<br />
<br />
Any spell slot you create with this feature vanishes when you finish a Long Rest.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level Point !! Sorcery cost<br />
|-<br />
| 1st || 2<br />
|-<br />
| 2nd || 3<br />
|-<br />
| 3rd || 5<br />
|-<br />
| 4th || 6<br />
|-<br />
| 5th || 7<br />
|}<br />
<br />
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br />
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;Metamagic<br />
At 6th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
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You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Metamagic}} ====<br />
At 10th level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice from the Sorcerer Metamagic list.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
==== {{#anc: Storm's furry}} ====<br />
At 15th level, you have the ability to twist fate using your natural magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<br />
<br />
Source: storm sorcerer<br />
<br />
==== {{#anc: Shadow walk}} ====<br />
At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.<br />
<br />
Source: shadow sorcerer<br />
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<br />
<br />
=== Warlock ===<br />
Learn a safer way to gain power of the greater power.<br />
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===={{#anc: Warlock Wannabe}}====<br />
;Ability modifier replacement<br />
At 2nd level, if your Charisma modifier is lower that your Intelligence modifier / 2 rounded up, you can replace your Charisma modifier with Intelligence modifier /2 rounded up<br />
<br />
;Spellcasting<br />
You made a tiny, minor pact with the greater power to gain their magical knowledge.<br />
<br />
;Cantrips<br />
At 2nd level, you know one Cantrip of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
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;Spellbook<br />
At 2nd level, you have a Spellbook containing one 1st-level Warlock Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one Warlock Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
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===={{#anc: Pact magic}}====<br />
At 3rd level, at a heavy price, you can upgrade your spell slots. As an action, use up 3 spell slots to create Pact spell slot. Pact spell slot's level is equal to the lowest spell slot used to create this. You can use Pact spell slot just like a normal spell slot. Unlike normal spell slots, Pact spell slots are restored after short rest regardless what subclass you are currently in. Pact spell slot disappear after short rest.<br />
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===={{#anc: Eldritch Invocations}}====<br />
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
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At 6th level, you gain one Eldritch Invocation of your choice. Your invocation options are detailed at the end of the Warlock class description. At level 12, you have two Eldritch Invocations and at level 18, you have three Eldritch Invocations.<br />
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Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.<br />
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===={{#anc: Pact Boon}}====<br />
At 10th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.<br />
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When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.<br />
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Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.<br />
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;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.<br />
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Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
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You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.<br />
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If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.<br />
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===={{#anc: Misty escape}}====<br />
At 15th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
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Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
Source: archfey warlock<br />
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===={{#anc: Hurl through hell}}====<br />
At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.<br />
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At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.<br />
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Once you use this feature, you can't use it again until you finish a long rest.<br />
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Source: Fiend warlock<br />
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<br />
<br />
=== Wizard ===<br />
You farther your knowledge into the arcane magic<br />
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===={{#anc:Wizard Wannabe}}====<br />
;Spellcasting<br />
You farther your knowledge into the arcane magic<br />
<br />
;Cantrips<br />
At 2nd level, you know one extra Cantrip of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jack-of-all-trades table.<br />
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;Spellbook<br />
At 2nd level, you have a Spellbook containing one extra 1st-level Wizard Spells of your choice. Your Spellbook is the repository of all the Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Learning Spells of 1st level and Higher<br />
Each time you gain a Jack-of-all-classes level, you can add one extra Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Jack-of-all-classes table.<br />
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===={{#anc: Arcane Recovery}}====<br />
At 3rd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one sixth your Jack-of-all-classes level (rounded up), and none of the slots can be 6th level or higher.<br />
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For example, if you’re a 7th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.<br />
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===={{#anc: Copying a spell}}====<br />
At 6th level, when you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.<br />
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Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
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For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
===={{#anc:Wizardly quill}}====<br />
At 10th level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:<br />
<br />
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.<br />
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.<br />
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.<br />
<br />
This quill disappears if you create another one or if you die.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: Master Scrivener}}====<br />
At 15th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one ritual spell from your Spellbook to be copied onto the scroll. The Spellbook must be within 5 feet of you when you make the scroll.<br />
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The chosen ritual spell must be of 1st or 2nd level and must have a casting time of 1 action. You or another spellcaster can cast the spell from the scroll by reading it as an action. The spell vanishes from the scroll when you cast it or when you finish your next long rest.<br />
<br />
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.<br />
<br />
Source: Scribe wizard<br />
<br />
===={{#anc: The third eye}}====<br />
At 18th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<br />
<br />
;Darkvision<br />
You gain darkvision out to a range of 60 feet.<br />
<br />
;Ethereal Sight<br />
You can see into the Ethereal Plane within 60 feet of you.<br />
<br />
;Greater Comprehension.<br />
You can read any language.<br />
<br />
;See Invisibility.<br />
You can see invisible creatures and objects within 10 feet of you that are within line of sight.<br />
<br />
Source: divination wizard<br />
<br />
== Advanced classes ==<br />
<br />
<br />
=== Artificer ===<br />
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<br />
==== {{#anc:}} ====<br />
At 2nd level, <br />
<br />
==== {{#anc:}} ====<br />
At 3rd level, <br />
<br />
==== {{#anc:}} ====<br />
At 6th level, <br />
<br />
==== {{#anc:}} ====<br />
At 10th level, <br />
<br />
==== {{#anc:}} ====<br />
At 15th level, <br />
<br />
==== {{#anc:}} ====<br />
At 18th level, <br />
<br />
=== Blood hunter ===<br />
<br />
<br />
;{{#anc:}}<br />
At level 1, <br />
<br />
;{{#anc:}}<br />
At level 3, <br />
<br />
;{{#anc:}}<br />
At level 6, <br />
<br />
;{{#anc:}}<br />
At level 10, <br />
<br />
;{{#anc:}}<br />
At level 15, <br />
<br />
;{{#anc:}}<br />
At level 18,<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 17 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor<br />
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