Druid is a class in Baldur’s Gate 3. Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
Druid
Class
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
- Hit points at level 1
- 8
- Hit points per level
- 5
- Spellcasting ability
- Wisdom
- Subclasses
- 4
Druid progression
Class levels 1–12 · Select a feature to read its game description.
-
1Level
Enhance Leap
Granted spells
Triple a creature's jumping distance.
Animal Friendship
Granted spells
Convince a beast not to attack you.
Speak with Animals
Granted spells
Gain the ability to comprehend and communicate with beasts.
Goodberry
Granted spells
Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4. Berries disappear after Long Rest.
Create or Destroy Water
Granted spells
Call forth rain or destroy a water-based surface.
Cure Wounds
Granted spells
Heal a creature you can touch.
Fog Cloud
Granted spells
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Granted spells
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Faerie Fire
Granted spells
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Charm Person
Granted spells
Charm a humanoid to prevent it from attacking you. You gain
Advantage on Charisma
Checks in dialogue.
Thunderwave
Granted spells
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Granted spells
Heal a creature you can see.
Longstrider
Granted spells
Increase three creatures'
movement speed by [1].
Entangle
Granted spells
Create a vine surface, slowing down creatures, possibly
Entangling them.Level 1 spell slots × 2 Current spell slots -
2LevelChoose a subclass 4 branchesLevel 1 spell slots × 3 Current spell slots
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3Level
Spike Growth
Granted spells
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Heat Metal
Granted spells
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Barkskin
Granted spells
Protect a creature from attacks: increase its
Armour Class up to 16.
Enhance Ability
Granted spells
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Moonbeam
Granted spells
Residual Moonlight
Protection from Poison
Granted spells
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Gust of Wind
Granted spells
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Pass Without Trace
Granted spells
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks.
Darkvision
Granted spells
You can see in the dark up to 12m.
Hold Person
Granted spells
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
Lesser Restoration
Granted spells
Cure a creature from disease, poison, paralysis or blindness.
Flaming Sphere
Granted spells
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Flame Blade
Granted spells
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
4LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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5Level
Wild Strike
Granted feature
You can make an additional
attack after making an Unarmed Strike while in Wild Shape.
Call Lightning
Granted spells
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
Plant Growth
Granted spells
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
Protection from Energy
Granted spells
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Feign Death
Granted spells
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Sleet Storm
Granted spells
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Daylight
Granted spells
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
6LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
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7Level
Stoneskin
Granted spells
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Granted spells
Transform a creature into a harmless sheep.
Conjure Woodland Being
Granted spells
Conjure a dryad to fight alongside you. She can use Nature's Step,
Entangle enemies, and
Summon a wood woad.
Dominate Beast
Granted spells
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Ice Storm
Granted spells
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Blight
Granted spells
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Freedom of Movement
Granted spells
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
Grasping Vine
Granted spells
Summon a giant vine capable of dragging creatures toward itself.
Conjure Minor Elemental
Granted spells
Conjure a minor elemental to fight alongside you.
Confusion
Granted spells
Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Wall of Fire
Granted spells
Create a blazing wall of fire, burning anyone who dares stand too close.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots -
8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
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9Level
Contagion
Granted spells
Poison a target and possibly afflict them with a disease of your choice.
Insect Plague
Granted spells
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Mass Cure Wounds
Granted spells
Unleash a soothing hum of energy that heals you and nearby allies.
Wall of Stone
Granted spells
Raise a wall of non-magical, solid stone.
Greater Restoration
Granted spells
Touch a creature and negate any
Charm,
Petrification,
Stun, or curse afflicting it.
Planar Binding
Granted spells
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Conjure Elemental
Granted spells
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots -
10Level
Improved Wild Strike
Granted feature
You can make 2 additional
attack after making an Unarmed Strike while in Wild Shape.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots -
11Level
Wall of Thorns
Granted spells
Create a wall of pliable, twisted thorns surrounded by
Entangling vines.
Wind Walk
Granted spells
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.
Heroes' Feast
Granted spells
You and everyone around can't be poisoned, diseased, or frightened. Your
HP increases, and you make Wisdom
Saves with
Advantage.
Heal
Granted spells
Heal a target's wounds and remove
Blindness and any diseases.
Sunbeam
Granted spells
A beam of brilliant light sears and
Blinds all creatures in its path.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots -
12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
Circle of the Land subclass progression
Circle of the Land
Subclass
You channel the natural arcana flowing through the earth and creatures atop it to cast powerful druidic magic.
Related entry
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2Level
Wild Shape
Granted
Magically assume the shape of a beast.
Wild Shape: Spider
Granted
Assume the shape of a giant spider that can
Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
Wild Shape: Cat
Granted
Take the shape of a cat that can avoid attention and
Meow to distract enemies. It has 2.
Wild Shape: Wolf
Granted
Assume the shape of a dire wolf that can
Incite allies and
Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
Wild Shape: Badger
Granted
Assume the shape of a giant badger that can
Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
Natural Recovery
Granted
Replenish expended
spell slots while out of combat. -
3Level
-
4Level
Wild Shape: Deep Rothé
Granted
Assume the shape of a deep rothé that casts
Dancing Lights and
Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels. -
5Level
-
6Level
Land's Stride: Difficult Terrain
Granted feature
You have become an expert at moving through the wilderness.
Difficult Terrain no longer slows you down.
Land's Stride: Plants
Granted feature
You have become an expert at moving through the wilderness.
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
Land's Stride: Advantage
Granted feature
You have become an expert at moving through the wilderness.
You have
Advantage on
Saving Throws against plants that are magically created to impede your movement.
Wild Shape: Owlbear
Granted
Take the shape of an owlbear that can
Rupture the ground and become
Enraged.
Wild Shape: Panther
Granted
Take the shape of a panther that can
Prowl around invisibly. -
7Level
-
9Level
-
10Level
Nature's Ward
Granted feature
You can't be
Charmed or
Frightened by elementals and fey. Disease and poison also no longer affect you.
Wild Shape: Dilophosaurus
Granted
Take the shape of a dilophosaurus whose
Corrosive Spit can dissolve a target's
Armour Class.
Circle of the Moon subclass progression
Circle of the Moon
Subclass
Your form is mutable as the mercurial moon, letting you shift your form into massive beasts and even primal elementals.
Related entry
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2Level
Lunar Mend
Granted feature
As a bonus action in animal form, you can expend
spell slots to heal yourself. You regain 1d8 per spell slot level.
Wild Shape
Granted
Magically assume the shape of a beast.
Wild Shape: Spider
Granted
Assume the shape of a giant spider that can
Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
Wild Shape: Cat
Granted
Take the shape of a cat that can avoid attention and
Meow to distract enemies. It has 2.
Wild Shape: Wolf
Granted
Assume the shape of a dire wolf that can
Incite allies and
Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
Wild Shape: Badger
Granted
Assume the shape of a giant badger that can
Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
Wild Shape: Bear
Granted
Assume the shape of a polar bear that can
Goad enemies into attacking it. The polar bear has a starting health of 30 that increases every two druid levels. -
4Level
Wild Shape: Dire Raven
Granted
Take the shape of a dire raven that can avoid attention and
Blind enemies. It has 13.
Wild Shape: Deep Rothé
Granted
Assume the shape of a deep rothé that casts
Dancing Lights and
Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels. -
6Level
Primal Strike
Granted feature
While in beast form, your attacks count as magical for the purpose of overcoming Resistance and
Immunity to non-magical damage.
Wild Shape: Owlbear
Granted
Take the shape of an owlbear that can
Rupture the ground and become
Enraged.
Wild Shape: Panther
Granted
Take the shape of a panther that can
Prowl around invisibly. -
8Level
Wild Shape: Sabre-Toothed Tiger
Granted
Take the shape of a sabre-toothed tiger that can
Shred Armour and
regenerate hit points. -
10Level
Wild Shape: Dilophosaurus
Granted
Take the shape of a dilophosaurus whose
Corrosive Spit can dissolve a target's
Armour Class.
Wild Shape: Air Myrmidon
Granted
Take the shape of an air myrmidon.
Wild Shape: Earth Myrmidon
Granted
Take the shape of an earth myrmidon.
Wild Shape: Water Myrmidon
Granted
Take the shape of a water myrmidon.
Wild Shape: Fire Myrmidon
Granted
Take the shape of a fire myrmidon.
Circle of the Spores subclass progression
Circle of the Spores
Subclass
Viewing death, necrosis, fungal growth, and sporulation as just another part of life, you can manipulate such spores to augment yourself and harm your foes.
Related entry
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2Level
Wild Shape
Granted
Magically assume the shape of a beast.
Wild Shape: Spider
Granted
Assume the shape of a giant spider that can
Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
Wild Shape: Cat
Granted
Take the shape of a cat that can avoid attention and
Meow to distract enemies. It has 2.
Wild Shape: Wolf
Granted
Assume the shape of a dire wolf that can
Incite allies and
Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
Wild Shape: Badger
Granted
Assume the shape of a giant badger that can
Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
Symbiotic Entity
Granted
Gain [1] and deal an additional 1d6 Necrotic damage while you have them. Cast
Halo of Spores with double damage.
Halo of Spores
Granted
Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this turn.
Bone Chill
Granted cantrips
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls. -
3Level
Detect Thoughts
Granted spells
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Granted spells
Blind a creature.
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage. -
4Level
Wild Shape: Deep Rothé
Granted
Assume the shape of a deep rothé that casts
Dancing Lights and
Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels. -
5Level
Gaseous Form
Granted spells
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Animate Dead
Granted spells
Animate a pile of bones or a corpse to serve you. -
6Level
Wild Shape: Owlbear
Granted
Take the shape of an owlbear that can
Rupture the ground and become
Enraged.
Wild Shape: Panther
Granted
Take the shape of a panther that can
Prowl around invisibly.
Fungal Infestation
Granted cantrips
Raise a mildewed, mould-encrusted zombie from a corpse. -
7Level
Blight
Granted spells
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Confusion
Granted spells
Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. -
9Level
Contagion
Granted spells
Poison a target and possibly afflict them with a disease of your choice.
Cloudkill
Granted spells
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. -
10Level
Spreading Spores
Granted feature
While
Symbiotic Entity is active, you can create a cloud of
Spreading Spores.
Wild Shape: Dilophosaurus
Granted
Take the shape of a dilophosaurus whose
Corrosive Spit can dissolve a target's
Armour Class.
Circle of the Stars subclass progression
Circle of the Stars
Subclass
You are guided by the infinite mysteries of the cosmos. It is through your understanding of the stars that your druidic magic gains its potency.
Related entry
-
2Level
Starry Form
Granted feature
You can expend a Wild Shape Charge to take on a Starry Form rather than transforming into a beast.
You can take on
Starry Form: Archer,
Starry Form: Chalice, or
Starry Form: Dragon.
Guidance
Granted spells
The target gains a +1d4 bonus to
Ability Checks.
Star Map: Guiding Bolt
Granted spells
The next
Attack Roll against this target has
Advantage.
Guiding Bolt
Granted spells
The next
Attack Roll against this target has
Advantage.
Wild Shape
Granted
Magically assume the shape of a beast.
Wild Shape: Spider
Granted
Assume the shape of a giant spider that can
Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
Wild Shape: Cat
Granted
Take the shape of a cat that can avoid attention and
Meow to distract enemies. It has 2.
Wild Shape: Wolf
Granted
Assume the shape of a dire wolf that can
Incite allies and
Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
Wild Shape: Badger
Granted
Assume the shape of a giant badger that can
Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
Starry Form: Archer
Granted
A constellation of an archer appears on you. As a Bonus Action while in this Starry Form, you can cast
Luminous Arrow.
Starry Form: Dragon
Granted
When you make Intelligence or Wisdom
Checks or Constitution
Saving Throws, you can replace rolls of 9 or lower with a 10.
Starry Form: Chalice
Granted
A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast
Chalice Healing. -
4Level
Wild Shape: Deep Rothé
Granted
Assume the shape of a deep rothé that casts
Dancing Lights and
Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels. -
6Level
Cosmic Omen
Granted feature
Whenever you Long Rest, you consult the stars for a Cosmic Omen of Weal or of Woe. The omen grants you the ability to increase (Weal) or decrease (Woe)
Attack Rolls or
Saving Throws, or (Weal only) to increase your allies'
Ability Checks.
Cosmic Omen: Ability Check
Action
Give your allies a +[1] bonus to
Ability Checks.
Wild Shape: Owlbear
Granted
Take the shape of an owlbear that can
Rupture the ground and become
Enraged.
Wild Shape: Panther
Granted
Take the shape of a panther that can
Prowl around invisibly. -
10Level
Twinkling Constellations
Granted feature
Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to Fly at a movement speed of 6m.
Wild Shape: Dilophosaurus
Granted
Take the shape of a dilophosaurus whose
Corrosive Spit can dissolve a target's
Armour Class.
Animal Handling
Wisdom skill
Arcana
Intelligence skill
Insight
Wisdom skill
Medicine
Wisdom skill
Nature
Intelligence skill
Perception
Wisdom skill
Religion
Intelligence skill
Survival
Wisdom skill
Thorn Whip
Pulls the creature 3m closer to you.
Poison Spray
Project a puff of noxious gas.
Shillelagh
In the wood woad's hand, this common branch becomes magical and deals an additional 3d4 damage.
Produce Flame
A flame in your hand sheds a light in a 9m radius and deals 1d8 Fire damage when thrown.
Guidance
The target gains a +1d4 bonus to
Ability Checks.
Ability Checks.
Resistance
Make a target more resistant to spell effects and conditions: it receives a +[1] bonus to
Saving Throws.
Saving Throws.
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Arctic
You can cast
Conjure Minor Elemental and
Ice Storm.
Swamp
Gain
Stinking Cloud and
Vampiric Touch.
Desert
Gain
Protection from Energy and
Hypnotic Pattern.
Mountain
You can cast
Wall of Stone and
Conjure Elemental.
Forest
You can cast
Conjure Minor Elemental and
Grasping Vine.
Underdark
You can cast
Greater Invisibility and
Dominate Beast.
Grassland
You can cast
Greater Restoration and
Insect Plague.
Coast
You can cast
Conjure Elemental and
Greater Restoration.
Arctic
You can cast
Conjure Minor Elemental and
Ice Storm.
Swamp
Gain
Stinking Cloud and
Vampiric Touch.
Desert
Gain
Protection from Energy and
Hypnotic Pattern.
Mountain
You can cast
Wall of Stone and
Conjure Elemental.
Forest
You can cast
Conjure Minor Elemental and
Grasping Vine.
Underdark
You can cast
Greater Invisibility and
Dominate Beast.
Grassland
You can cast
Greater Restoration and
Insect Plague.
Coast
You can cast
Conjure Elemental and
Greater Restoration.
Arctic
You can cast
Conjure Minor Elemental and
Ice Storm.
Swamp
Gain
Stinking Cloud and
Vampiric Touch.
Desert
Gain
Protection from Energy and
Hypnotic Pattern.
Mountain
You can cast
Wall of Stone and
Conjure Elemental.
Forest
You can cast
Conjure Minor Elemental and
Grasping Vine.
Underdark
You can cast
Greater Invisibility and
Dominate Beast.
Grassland
You can cast
Greater Restoration and
Insect Plague.
Coast
You can cast
Conjure Elemental and
Greater Restoration.
Arctic
You can cast
Conjure Minor Elemental and
Ice Storm.
Swamp
Gain
Stinking Cloud and
Vampiric Touch.
Desert
Gain
Protection from Energy and
Hypnotic Pattern.
Mountain
You can cast
Wall of Stone and
Conjure Elemental.
Forest
You can cast
Conjure Minor Elemental and
Grasping Vine.
Underdark
You can cast
Greater Invisibility and
Dominate Beast.
Grassland
You can cast
Greater Restoration and
Insect Plague.
Coast
You can cast
Conjure Elemental and
Greater Restoration.