Project Engage
Project Engage
Project Engage
ENGAGE
Leveling
The leveling process is different than the normal D&D. You have 6 starting classes that evolve
after some levels. Classes are divided by 3 types: Sturdy, Swift and Magic. Sturdy classes
specialize in tanking and fighting up close with opponents. They are your tanks and brawlers.
Swift classes specialize in ranged physical attacks and burst melee damage. They are your
ranged classes and assassins. Magic classes specialize in empowering their magic with extra
effects or enhance their healing capabilities. They are your healers and mages.
Because you can choose different paths, you have some possibilities with how your final
character’s class is built. You pick a starting class at level 1, a beginner class at level 2, an
intermediate class at level 7 and an advanced class at level 14. You keep all traits and features
from previously chosen classes.
At the same time, your character also has an element. When creating it, you may choose an
element from an extensive list. Your magic evolves alongside your class.
Classes
Sturdy Classes
Hit Points: 1d10 per level
Journeyman
Level Prof. Features
Bonu
s
1 +2 Second Wind, Fighting Style
2 +2 Beginner Class
3 +2 -
4 +2 Ability Score Improvement
5 +3 -
6 +3 -
7 +3 Intermediate Class
8 +3 Ability Score Improvement
9 +4 -
10 +4 -
11 +4 -
12 +4 Ability Score Improvement
13 +5 -
14 +5 Advanced Class
15 +5 -
16 +5 Ability Score Improvement
17 +6 -
18 +6 -
19 +6 Ability Score Improvement
20 +6 -
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Tools: None
Skills: Choose two from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Insight,
Medicine, Perception, Survival, Intimidation, and Persuasion.
Promotions
Brigand
Fighter
Soldier
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once
you use this feature, you must finish a short or long rest before you can use it again.
Fighting Style
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.
Dueling: 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. You gain this benefit even when
holding a shield.
Great Weapon Fighting: 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.
Thrown Weapon Fighting: You can draw or pick up a weapon that has the thrown
property as part of the attack you make with the weapon. In addition, when you hit
with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d4 +
your Strength/Dexterity modifier. If you strike with two free hands, the d4 becomes a
d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to
the grappled creature. Until the grapple ends, you can also deal this damage to the
creature whenever you hit it with a melee attack.
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Tools: None
Skills: Choose two from Athletics, Acrobatics, History, Investigation, Religion, Animal Handling,
Insight, Medicine, Perception, Survival, and Persuasion
Promotions
Soldier
Cavalier
Flyer
Trained Combatant
You have advantage on melee attack rolls against a creature if at least one of your allies is
within 5 feet of the creature. The ally creature must not be Incapacitated and have an
Intelligence of 7 or higher.
Fighting Style
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.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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. You gain this benefit even when
holding a shield.
Great Weapon Fighting: 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.
Protection: 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.
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d4 +
your Strength/Dexterity modifier. If you strike with two free hands, the d4 becomes a
d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to
the grappled creature. Until the grapple ends, you can also deal this damage to the
creature whenever you hit it with a melee attack.
Requirements
Class: Journeyman
Skills: Survival
Class Gains
Tool Proficiencies: Choose one from Dice Set, Herbalism Kit and Smith's Tools
Skill Proficiencies: Choose one from Athletics, Acrobatics, Stealth, Perception, and Intimidation
Promotions
Barbarian
Warrior
Brigand Crafting
You've learned to craft basic necessities in order to survive. Though crude, they can often make
the difference between life and death when living without the luxuries of civilization. These
items have little to no value to others.
If you have the required supplies, you can attempt to craft the following items after spending
30 minutes gathering, purchasing, and working components. On a failure, all of the materials
are wasted.
Crude Salvage
Requirements: Herbalist Kit
Weight: 1lb
As an action, you can spread the Crude Salvage to stabilize a creature that has 0 hit points without
needing to make a Wisdom (Medicine) check. After 1 minutes, a stabilized creature with 0 hit points
restores 1d4 + 1 HP.
Brigand Axe
Requirements: Smith’s Tools
Weight: 12lbs
An improvised but brutal weapon. Heavy and imbalanced, it's used only by those without alternatives.
When landing a critical hit, the Brigand Axe deals an additional 5 Bludgeoning damage. On both a Critical
Hit and a Critical Miss, the Brigand Axe is immediately destroyed.
Brigand Defenses
While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier
+ your Wisdom modifier. You can use a shield and still gain this benefit. You do not gain this
benefit if you are shapeshifted.
Savage Blow
When you make your first attack on your turn, you can decide to attack savagely. Doing so gives
you the following:
advantage on melee weapon attack rolls using Strength during this turn
resistance to bludgeoning, piercing, and slashing damage until your next turn
attack rolls against you have advantage until your next turn
Mountain Fighter
While you aren't wearing heavy armor, your speed is increased by 10 feet. Additionally, difficult
terrain in the wilderness does not impede your movement.
Brigand Style
At 3rd level, you adopt a particular style fighting for your banditry. Depending on your needs as
a brigand, choose one of the following styles to learn:
Crafty: You become skilled at constructing traps in order to ambush prey. It only takes
you 10 minutes to create a pitfall, rope trap, or various other ambush devices to catch
unsuspecting prey off guard. The number of creatures your trap can affect is equal to 2
for every 10 minutes you spend constructing the trap (maximum 12 after 1 hour).
When a creature approaches your trap, they must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Wisdom modifier) or stumble into your
contraption. A creature caught in your trap is Restrained. A creature restrained this way
can spend its action to break free by passing a Strength throw (DC equal to 8 + your
proficiency bonus + your Wisdom modifier). An unrestrained creature can use its
action to free another creature within its reach from your trap.
Vengeful: You fight with a fury few can match, fueled by your deeply seeded hatred
that only you know. When you hit a creature with a melee weapon attack while
attacking recklessly, you can focus your rage to deal extra damage equal to 1d8 + half
your level. You can use this feature a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses of it when you finish a short or
long rest.
Wary: Your experience in fighting has granted you the ability to detect incoming magic.
When someone casts a spell against you, you instantly know where the magic comes
from. If you have to make a DC saving throw, you may increase it by your Wisdom
modifier.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Menancing Aura
At 6th level, your menacing glare is so powerful that you can use it to instill absolute terror in
others.
As an action, choose a number of creatures equal to half your level (rounded up) that you can
see within 30 feet of you. If the creature(s) can see and hear you, it must succeed on a Wisdom
saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened
of you. This effect ends if the creature ends its turn out of line of sight or more than 60 feet
away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again
for 24 hours.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once),
and you regain all expended uses of it when you finish a short or long rest.
Second Wind x2
At 6th level, you can use your second wind feature twice before need to take a rest.
Survival of the Fittest
At 10th level, the swing of your attacks is so powerful that the sight of your strikes causes
nearby creature to falter.
When you hit a creature while attacking savagely, all other creatures within 10 feet of you that
can see you takes 1d8 true damage. Constructs and Undead creatures are immune to this
feature.
Fighter
Level Features
- Local Handyman
2 Action Surge
3 Zeal, Rally Style
5 Extra Attack
6 Ability Score Increase
10 Additional Fighting Style
Requirements
Class: Journeyman
Class Gains
Tool Proficiencies: Carpenter's Tools and any one Musical Instrument
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Promotions
Warrior
War Master
General
Local Handyman
You've helped many neighbors with various tasks that require physical labor, lending yourself to
become a useful hand to have around. Commoners will happily offer you a place to rest or
recuperate in exchange for your help with various chores, unless you have shown yourself to be
a danger to them.
Anyone you've helped this way will also offer you safe haven should you need a place to hide
and will shield you from the law or anyone else searching for you, though they will not risk
their lives for you.
Action Surge
On your turn, you can take one additional action. Once you use this feature, you must finish a
short or long rest before you can use it again.
Rally Style
At 3rd level, you adopt a particular style of rallying those around you to draw out their full
potential. You can use this feature a number of times equal to your Constitution modifier
(minimum of once), and you regain all expended uses of it when you finish a short or long rest.
Rally Strengthen: As a bonus action, your might roar inspires your allies to fight with
their full Strength. Choose a number of ally creatures up to your Constitution modifier
(minimum of one) that can hear see you within 15 feet. Until your next turn, each
target creature gains a bonus to melee weapon damage rolls equal to your Constitution
modifier.
Rallying Cry: As a bonus action, your words of friendship inspire your allies to fight on
past their injuries. Choose a number of ally creatures up to your Constitution modifier
(minimum of one) that can hear and see you within 60 feet. Each target creature
regains hit points equal to half your level (rounded up) + your Constitution modifier.
Rally Resistance: As a bonus action, your bellowing cries help your allies better endure
punishment. Choose a number of ally creatures up to your Constitution modifier
(minimum of one) that can hear and see you within 15 feet. Until your next turn, each
target creature has advantage on their next saving throw.
Weapon’s Zeal
At 3rd level, you swing your weapons with such fervor that weapon attacks score a critical hit on
one more roll result. For example, on a 19 or 20 instead of just 20. This effect stacks with other
similar effects.
[Brawler’s Variant]
If your character has dedicated their fighting style to unarmed combat instead traditional
weapons, your Weapons Zeal feat is instead replaced with Brawling Zeal.
You must have taken the Unarmed Fighting fighting style feature to take this variant.
Brawling Zeal
When you use the Attack action with an unarmed strike or a gauntlet weapon, you can use
your bonus action to make one more weapon attack using your unarmed strike or a gauntlet
weapon.
When you deal damage with an unarmed strike or gauntlet weapon, you may use your reaction
to make one more weapon attack using your unarmed strike or a gauntlet weapon.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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. You gain this benefit even when
holding a shield.
Great Weapon Fighting: 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.
Thrown Weapon Fighting: You can draw or pick up a weapon that has the thrown
property as part of the attack you make with the weapon. In addition, when you hit
with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d4 +
your Strength/Dexterity modifier. If you strike with two free hands, the d4 becomes a
d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to
the grappled creature. Until the grapple ends, you can also deal this damage to the
creature whenever you hit it with a melee attack.
Soldier
Level Features
- Military Armory, Military Presence
2 Shield Bash, Shove
3 Military Style
5 Extra Attack
6 Luna
10 Additional Fighting Style
Requirements
Class: Journeyman or Recruit
Class Gains
Armor Proficiencies: Heavy Armor
Skill Proficiencies: Choose one from Athletics, Acrobatics, History, Investigation, Insight,
Medicine, Perception, Persuasion
Promotions
General
Sentinel
Paladin
Military Armory
As an enlisted member of the army, you have access to standard issue equipment to outfit
yourself with. You can purchase standard weapons and armor with a 10% discount.
Military Presence
People can immediately tell you are a trained soldier of the military. In general, citizens of
peaceful territories will respect you, and those within your own borders will listen to your
requests within reason. You can report to local military leadership to request an audience or
find work without difficulty.
Shield Bash
Your army training has taught you ways to use your shield both for offense as well as defense.
While equipped with a shield, you can use a bonus action to bash a creature with your shield
and knock them prone.
If the target creature is no more than one size larger than you and within your reach, it must
succeed a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength
modifier) or fall prone and be pushed up to 10 feet away from you.
Shove
With your powerful shield arm, you are able to shove an ally out of harm’s way or help give
them a boost of speed. While equipped with a shield, you can use a bonus action or a reaction
to shove a willing creature that is no more than one size larger than you and within your reach
up to 15 feet in a direction away from you. This movement does not provoke opportunity
attacks.
Military Style
At 3rd level, you adopt a particular style of military tactics as your specialty. Depending on the
type of regiment you were in and training you received, choose one of the following styles to
learn:
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Luna
At 6th level, you learn to focus your power into the tip of your weapon in order to pierce
through your opponent's armor.
When you make a melee weapon attack on your turn, you can treat the target creature's AC as
if it was 10.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Requirements
Class: Recruit
Class Gains
Tool Proficiencies: Any one of Artisan’s Tools
Skill Proficiencies: Choose one from Acrobatics, Nature, Insight, Medicine, Perception, and
Survival
Promotions
Paladin
Wyvern Knight
Basic Mount
Having shown a natural affinity with horses and mounted combat, you have been given a
Courser as your companion. Taking care of it is your responsibility and duty.
Speed: 60ft
Stats: STR (19) DEX (12) CON (13) INT (3) WIS (12) CHA (7)
Trampling Charge. If the horse moves at least 20 feet straight towards a creature and then hits
it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving
throw or be knocked prone.
Bred for War. This creature has advantage on death saving throws.
Actions:
Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning
damage.
Skilled Rider
You have advantage on saving throws made to avoid falling off your mount. If you fall off your
mount and descend no more than 10 feet, you can land on your feet if you’re not
incapacitated. Additionally, mounting or dismounting a creature costs you only 5 feet of
movement, rather than half your speed.
Outdoor Fighter
You excel at fighting in the outdoors with plenty of open space, allowing you to run down your
foes, whether you're mounted or not.
If you move at least 20 feet straight towards a creature and then hit it with a weapon attack on
the same turn, the creature takes an extra 1d8 bludgeoning damage.
Canto
At 3rd level, your command of your mount grants you the ability to easily reposition yourself on
the battlefield.
After you've taken your action, you can use your reaction to grant your mount an additional 30
foot of movement. A creature that you or your mount have dealt damage to on your turn has
disadvantage on opportunity attacks against you and your mount until the end of your turn.
Rescue
At 3rd level, you learn to efficiently rescue allies by bringing them atop your mount. When you
or a willing creature move within 5 feet of each other, you can use your reaction to pull them
atop of your mount. The target creature must be a size smaller than your mount, and you
cannot have more than 1 creature with you on your mount at a time.
A rescued creature can spend half of their movement to dismount, or you may use an action to
safely dismount them within 5 feet of your mount. You can force an attack targeted at the
rescued creature to target you instead.
Attack Command
At 5th level, you learn to command and ride your mount expertly, allowing them to take the
attack action on their turn without knocking you off.
Aegis
At 6th level, while you are mounted, you can give yourself, your mount, and a rescued creature
on your mount advantage on a saving throw against a single spell or other magical effect. If the
effect would deal half damage on a successful save, it instead deals no damage, and only half
damage on a failed save.
If the effect called for a Dexterity saving throw and your mount succeeds on it, any creatures
riding the mount automatically succeed on the saving throw as well.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Mounted Bond
At 10th level, your bond with your mount allows you to follow each other’s attacks effortlessly.
After your mount hits a creature with a melee weapon attack, you can use your reaction to
make a single melee weapon attack against the same creature.
Flyer
Level Features
- Basic Mount
2 Skilled Flier, Harrier
3 Canto, Terrors Killer
5 Extra Attack
6 Aegis
10 Relief
Requirements
Class: Recruit
Abilities: 14 Dex
Class Gains
Tool Proficiencies: Any one Artisan's Tools or Musical Instrument
Skill Proficiencies: Choose one from Acrobatics, Stealth, Arcana, Investigation, Religion, Insight,
Perception, Medicine, and Performance
Promotions
Paladin
Wyvern Knight
Basic Mount
Having shown a natural affinity with mounted aerial combat, you have been given a Young
Pegasus as your companion.
Young Pegasus (Large Celestial)
AC: 15 (Barding)
Stats: STR (13) DEX (16) CON (12) INT (6) WIS (14) CHA (12)
Bred for War. This creature has advantage on death saving throws.
Actions:
Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) bludgeoning damage.
Skilled Flier
You have advantage on saving throws made to avoid falling off your mount. If you fall off your
mount and descend no more than 10 feet, you can land on your feet if you’re not
incapacitated.
Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather
than half your speed.
Canto
At 3rd level, your command of your mount grants you the ability to easily reposition yourself on
the battlefield.
After you've taken your action, you can use your reaction to grant your mount an additional 30
foot of movement. A creature that you or your mount have dealt damage to on your turn has
disadvantage on opportunity attacks against you and your mount until the end of your turn.
Harrier
Being in the sky allows you to enter combat quickly. You have advantage on initiative rolls while
flying at least 30 feet in the air.
Terrors Killer
At 3rd level, you have been trained in the ways of fighting horrid monsters by channeling your
prayers to the goddess.
You gain a bonus to melee weapon attack and damage rolls equal to your Charisma modifier
against fiend, monstrosity or undead creatures.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Triangle Attack
At 6th level, you learn advanced flying maneuvers, allowing you lead your allies into attacking
with a triangle formation.
When you make a melee attack against a creature, you can make the attack with advantage if:
If the attack hits, 2 friendly creatures that fulfilled the above conditions may each use their
reaction to make an attack against your attack target.
You can use this feature a number of times equal to your Charisma modifier (minimum of
once). You regain all expended uses of it when you finish a long rest.
Relief
While there are no hostile creatures within 30 feet of you, you can use your bonus action to
gain temporary hit points equal to 1d10 + twice your Charisma modifier.
Barbarian
Level Features
7 Death Blow
9 Savage Style
11 Gamble
13 Despoil
18 Anchor
Requirements
Class: Recruit
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Stealth, Perception, and Intimidation
Promotions
Berserker
Reaver
Death Blow
Your wild attacks tap into your instincts and their power is greatly enhanced by your ferocity.
Whenever you hit a creature with an attack that you had advantage on, you gain a bonus to
that attack's damage roll equal to your proficiency bonus.
Savage Style
At 9th level, you adopt a particular style of savagery in your attacks. Depending on your honed
instincts, choose one of the following rage styles to learn:
Empowered Savagery: Whenever you choose to attack savagely, you gain a bonus to
your damage rolls equal to your Wisdom modifier until your next turn.
Impervious Savagery: Whenever you choose to attack savagely, you gain AC equal to
your Wisdom modifier.
Mindless Savagery: Whenever you choose to attack savagely, you have advantage on
all Wisdom saving throws and cannot be frightened until your next turn.
Gamble
Beginning at 11th level, your reckless nature allows you take even greater risks for brutal
reward.
Whenever you choose to attack recklessly, you can choose to take a -5 penalty to the attack
roll. If the attack hits, it is automatically considered a critical hit.
Despoil
Beginning at 13th level, you never pass up the opportunity to scavenge resources and develop a
keen sense anything that might fetch you coin.
Whenever you are the first to search a target for loot, you find some loot that might normally
be missed. Your DM determines the value of your find.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a short or long rest.
Anchor
Beginning at 18th level, if you roll less than a 10 on any Constitution or Strength ability check or
saving throw, your roll becomes a 10 instead.
whenever you make a Constitution or Strength based ability check or saving throw, you can
treat a d20 roll of 9 or lower as a 10.
Warrior
Level Features
7 Axefaire OR Swordfaire OR Lancefaire
9 Defiant Style, Life and Death
11 Extra Attack x2
13 Wrath
18 Survivor
Requirements
Class: Recruit or Fighter
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Promotions
Reaver
Fortress Knight
Axefaire
You become an expert with using Axes.
When using axes, hammers, maces, or similar weapons, you gain a +2 bonus to your attack
rolls. This bonus doubles against creatures wielding lances.
Swordfaire
You become an expert with using Swords.
When using swords, rapiers, scimitars, or similar weapons with a long-bladed body, you gain a
+2 bonus to your attack rolls. This bonus doubles against creatures wielding axes.
Lancefaire
You become an expert with using Lances.
When using lances, spears, or similar weapons with a polearm, you gain a +2 bonus to your
attack rolls. This bonus doubles against creatures wielding swords.
Defiant Style
At 9th level, you adopt a peculiar style of defiance when you pushed to the brink. Depending
on your fundamentals, choose one of the following defiant styles to learn:
Defiant Strength: While you have no more than half of your hit points left, you gain a
+2 bonus to your damage rolls and you have advantage on Strength checks and saving
throws.
Defiant Defense: While you have no more than half of your hit points left, you gain
resistance to bludgeoning, piercing, and slashing damage, and you have advantage on
Constitution saving throws.
Defiant Speed: While you have no more than half of your hit points left, you gain a +2
bonus to AC, and you have advantage on Dexterity saving throws.
Wrath
Starting at 13th level, while you have no more than half of your hit points left, you can turn any
hit you land against a target into a critical hit.
You can use this feature a number of times equal to your Constitution modifier (minimum of
once). You regain all expended uses of it when you finish a short or long rest.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns,
unless you are incapacitated, you gain temporary hit points equal to 5 + two times your
Constitution modifier.
War Master
Level Features
7 Brawling Prowess
9 Mage Buster
11 Extra Attack x2
13 Fistfaire
15 Brawling Prowess Improved
17 Quick Riposte
18 Prepared to Die
20 Flurry of Fists
Requirements
Class: Brawler Variant Fighter
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Brawling Prowess
While you are unarmed, using natural melee weapons, or using gauntlets, you have advantage
on your grapple rolls. Additionally, when you successfully start a grapple, the damage you deal
with your Fighting Style: Unarmed Fighting feature becomes equal to 1d4 + your Strength
modifier instead of just 1d4 bludgeoning damage. You crit on a 19 and 20 while you are
unarmed, using natural melee weapons, or using gauntlets.
Mage Buster
At 9th level, the speed of your punches can easily penetrate magical barriers and are extra
effective at shutting down mages.
You gain a +5 bonus on your melee attack and damage rolls against a creature that you can see
that is either benefiting from any magical barrier, or has Temporary HP from a magical source.
Additionally, a creature that you have grappled cannot cast spells with a somatic or material
component.
Extra Attack x2
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the
Attack action on your turn.
Fistfaire
Beginning at 13th level, you become an expert at fighting with your fists.
While you are unarmed, using natural melee weapons, or using gauntlets, you gain a +2 bonus
to your attack rolls. This bonus doubles against creatures you are grappling.
Prepared to Die
At 18th level, your willingness to throw yourself into the fray has granted your body durability
beyond reason.
If you take damage that reduces you to 0 hit points and doesn't kill you immediately, you may
delay falling unconscious with this feature and immediately take an extra turn. If a creature is in
the middle of its turn, their turn is paused while you take your extra turn.
While you have 0 hit points, taking damage will cause a death saving throw failure, and three
such failures will immediately kill you. You continue to delay falling unconscious until the start
of your next turn, at which point you will fall unconscious if you still have 0 hit points.
Once you use this feature, you must finish a long rest before you can use it again.
Flurry of Fists
At 20th level, while you are unarmed, using natural melee weapons, or using gauntlets, your
attacks hit twice. The second attack hits if the first hits, else it doesn’t.
General
Level Features
7 Great Shield
9 Armored Fighting Style
11 Swap, Weight -50
13 Heavy Armor Mastery
18 Pavise
Requirements
Class: Fighter or Cavalier
Class Gains
Armor Proficiencies: Heavy Armor
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Promotions
Fortress Knight
Great Knight
Great Shield
You gain mastery of heavy armor and shields.
While you are wearing heavy armor and wielding a shield, you have +2 AC against non-magical
ranged attacks. Additionally, creatures directly behind you are considered to be behind three-
quarters cover.
Wary: When a creature hits you with an attack, you gain a +4 bonus to AC against all
subsequent attacks made by that creature until your next turn.
Bold: When you make a melee attack and miss, you can use your reaction to make the
same attack again against the same target.
Vengeful: When a creature targets you with an attack, you gain a +5 bonus to your next
one damage roll against that creature. This effect does not stack.
Swap
By 11th level, you are able to smoothly move between your allies and your enemies to protect
them from harm.
When an ally creature within 5 feet of you is attacked, before the creature makes its attack roll,
you can use your reaction to swap places with that ally creature and redirect the attack
towards you instead. This movement does not provoke opportunity attacks.
Weight +50
At 11th level, you can carry an additional 50 lbs. before becoming encumbered.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Sentinel
Level Features Arts Arts
Known Dice
- Sentinel Combat Arts - -
7 Lancefaire +3 +3
9 Pincer Attack +1 +2
11 Rend Heaven - -
13 Military Legend +1 +1
14 Ability Score Improvement - -
15 Lancefaire Improved - -
17 Seal Speed - -
18 Impale +1 +1
20 Golden Lotus - -
Requirements
Class: Soldier
Abilities: 13 Wis
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Promotions
Reaver
Fortress Knight
Combat Arts
You have risen above the common ranks and dedicated yourself to the mastery of combat,
allowing you to learn special skills and techniques known as Combat Arts.
The arts you can learn are listed in the "Sentinel Combat Arts" section at the end of this class's
section. The Arts Known column of your class table shows you how many Combat Arts you can
learn in total. Each time you gain a level, you can replace one Combat Art you know with a
different one that you are able to learn.
You cannot use more than one Combat Art on the same attack. For example, if you use an Art
that activates when you make a weapon attack roll, you cannot also use a second Art that
activates when you hit with that attack.
Arts Dice
Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to
use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when
you finish a short or long rest.
The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art
specifies how many Arts Dice it uses.
When using lances, spears, or similar weapons with a polearm, you gain a +2 bonus to your
attack rolls. This bonus doubles against creatures wielding swords.
Pincer Attack
At 9th level, your experience of fighting in military formations has taught you how to take
maximum advantage of flanking maneuvers.
When a target creature that you can see within your reach is attacked by another creature on
the opposite side of the target from you, you may use your reaction to make an attack against
the target creature.
Rend Heaven
At 11th level, your use of Combat Arts has culminated in the development of your ultimate
finishing skill.
As an action, you can attack a single enemy three times. For these attacks, you deal additional
damage equal to twice the target's Strength modifier. You cannot use combat arts with these
attacks.
Once you use this feature, you must finish a long rest before you can use it again.
Military Legend
At 13th level, your effectiveness on the battlefield has spread your name far and wide as the
exemplary of soldiers.
Soldiers and Militia will recognize your face or at least have heard of your name and deeds. You
will always be treated favorably by those in service of the same kingdom or empire as you
unless you give them a reason to be hostile. Additionally, military armories will usually offer
you a generous discount of 25%.
Lancefaire Improved
When using lances, spears, or similar weapons with a polearm, you crit on a 19 and 20.
Seal Speed
When using lances, spears, or similar weapons with a polearm, whenever you hit an enemy,
decrease their walking speed by half (rounded down).
Impale
At 18th level, the legends of your skill have gained you the favor of the dragon gods
themselves.
When you hit a creature with a melee weapon attack on your turn, the target creature must
succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength
modifier) or the damage from the hit is quadrupled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Golden Lotus
At 20th level, you reach the pinnacle of lance fighting. When you are attacked, roll a 1d20. If you
roll 11 or above, you take 50% less damage.
Sentinel Combat Arts
These are the combat arts you can learn as a Sentinel.
Glimmer: As a bonus action, you can expend one arts die to grant your weapon a
distracting flash. You have advantage on your next attack roll. If the attack hits, add the
expended arts die to the attack's damage roll.
Grounder: When you hit a creature with a melee weapon attack, you can expend one
arts die to slam the target into the ground. Add the expended arts die to the attack's
damage roll. The target must make a Strength saving throw. On a failed save, the target
is knocked prone. If the target has a flying speed, it takes double damage from this
attack.
Glowing Ember: As a bonus action, you can expend two arts dice to set your armor
ablaze with a fiery aura. Roll the expended arts dice and gain temporary hit points
equal to the total rolled. While you have temporary hit points remaining that was
gained with this ability, your melee weapon attacks deal additional fire damage equal
to your Constitution modifier.
Knightneeler: When you hit a creature with a melee weapon attack, you can expend
one arts die to employ anti cavalry techniques. Add the expended arts die to the
attack's damage roll. The target must make a Strength saving throw. On a failed save,
the target is knocked prone. If the target is mounted or wearing heavy armor, it takes
double damage from this attack.
Ignis: When you hit a creature with a melee weapon attack, you can expend one arts
die to bypass their defenses. Add the expended arts die to the attack's damage roll.
This attack's damage ignores damage resistance (but not immunities).
Monster Breaker: When you make a melee weapon attack roll against a non-humanoid
creature, you can expend two arts die to adapt the strike to their unique anatomy. Add
the expended arts dice to both the attack roll and the attack's damage roll.
Rend: When you make a melee weapon attack roll against a creature, you can expend
two arts dice to use their own strength against them. Add the expended arts die to the
attack roll. If the attack hits, you deal additional damage equal to twice the target's
Strength modifier.
Reposition: As a bonus action or reaction, you can expend one arts die to swap spaces
with an ally within 5 feet of you. Roll the expended arts die. You and your ally both gain
a bonus to AC equal to half the number rolled (rounded up) until the start of your next
turn.
Smite: When you make a melee weapon attack roll against a creature, you can expend
one arts die to attempt to blow the target away. Add the expended arts die to the
attack roll. If the attack hits, the target must make a Strength saving throw. On a failed
save, you push the target up to 15 feet away from you. If the target slams into a hard
surface and this movement is ended prematurely, the target takes additional force
damage equal to your expended arts die.
Sunder: When you make a melee weapon attack roll against a creature, you can
expend one arts die to attempt to blow the target away. Add the expended arts die to
the attack roll. If the attack hits, the target must make a Strength saving throw. On a
failed save, you push the target up to 15 feet away from you. If the target slams into a
hard surface and this movement is ended prematurely, the target takes additional force
damage equal to your expended arts die.
Thunderclap: When you hit a creature with a melee weapon attack, you can expend
two arts die to add explosive force to the attack. Add the expended arts dice to the
attack's damage roll. The target must make a Strength saving throw with disadvantage.
On a failed save, the target is knocked prone.
Paladin
Level Features
7 Axefaire OR Swordfaire OR Lancefaire
9 Intermediate Mount
11 Warding Maneuver
13 Absolve
18 Sol
Requirements
Class: Soldier or Cavalier
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Promotions
Great Knight
Malig Knight
Axefaire
You become an expert with using Axes.
When using axes, hammers, maces, or similar weapons, you gain a +2 bonus to your attack
rolls. This bonus doubles against creatures wielding lances.
Swordfaire
You become an expert with using Swords.
When using swords, rapiers, scimitars, or similar weapons with a long-bladed body, you gain a
+2 bonus to your attack rolls. This bonus doubles against creatures wielding axes.
Lancefaire
You become an expert with using Lances.
When using lances, spears, or similar weapons with a polearm, you gain a +2 bonus to your
attack rolls. This bonus doubles against creatures wielding swords.
Intermediate Mount
At 9th level, you are granted a Destrier to ride as your mount. Taking care of it is your
responsibility and duty.
Destrier (Large Beast)
AC: 17 (Barding)
Speed: 60ft
Stats: STR (21) DEX (14) CON (15) INT (3) WIS (13) CHA (7)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it
with a hooves attack on the same turn, that target must succeed on a DC 17 Strength saving
throw or be knocked prone.
Bred for War. This creature has advantage on death saving throws.
Actions:
Hooves. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludgeoning
damage.
Warding Maneuver
At 11th level, you learn to fend off strikes directed at your mount or adjacent allies.
If a creature you can see within 10 feet of you is hit by an attack, you can use your reaction to
grant a +5 AC bonus to the target of the attack until your next turn, potentially causing the
attack to miss.
Absolve
Starting at 13th level, your riding skills have been trained to perfection.
Sol
At 18th level, you learn to use holy powers to convert the energy of your strikes into a
protective barrier.
When you hit a creature with a melee weapon attack on your turn, you can change the damage
type to True and gain temporary hit points twice the damage dealt.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Wyvern Knight
Level Features
7 Intermediate Mount
9 Tantivy
11 Wyvern’s Breath
13 Lunge
18 Seal Defense
Requirements
Class: Cavalier or Flyer
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Promotions
Malig Knight
Wyvern Lord
Intermediate Mount
As a Wyvern Knight, you are granted a wyvern to ride as your mount.
Wyvern (Large Dragon)
AC: 16 (Barding)
Stats: STR (18) DEX (14) CON (16) INT (4) WIS (14) CHA (8)
Bred for War. This creature has advantage on death saving throws.
Actions:
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) piercing damage.
Tantivy
At 9th level, you learn to take advantage to open space while fighting atop a wyvern.
If there is only 1 other creature within 15 feet of you and your mount, you gain a +2 bonus to
your attack rolls against that creature.
Wyvern’s Breath
At 11th level, you learn to command your wyvern to attack your foes with it's breath attack.
As an action, you may command your wyvern to exhale a powerful flaming breath attack in a
15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36
(8d8) elemental damage on a failed save, or half as much damage on a successful one. The
damage type is equal to your wyvern’s damage resistance.
Once you use this feature, you must finish a short or long rest before you can use it again.
Lunge
At 13th level, you learn use the momentum of your attacks to fling your targets around.
When you hit a creature that is your size or smaller with a weapon attack, it must succeed a
Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be
pushed up to 10 feet in a direction of your choice.
Seal Defense
At 18th level, your strikes are empowered by the dragon gods themselves. When you or your
mount hit a creature with a melee weapon attack on your turn, the power of your blow
renders the target's reflexes to dust. The target creature suffers a -1 penalty to their AC until
the start of your next turn. This effect can stack.
Falcon Knight
Level Features
7 Lancefaire
9 Intermediate Mount
11 Extra Attack x2
13 Emissary of Peace
18 Seal Defense
Requirements
Class: Flyer
Class Gains
Skill Proficiencies: Choose one from Arcana, History, Investigation, Insight, Medicine,
Perception, Persuasion
Promotions
Gryphon Lord
Kinshi Lord
Lancefaire
You become an expert with using Lances.
When using lances, spears, or similar weapons with a polearm, you gain a +2 bonus to your
attack rolls. This bonus doubles against creatures wielding swords.
Intermediate Mount
Starting at 9th level, you are granted a falcon to ride as your mount.
Falcon (Large Beast)
AC: 16 (Barding)
Stats: STR (14) DEX (18) CON (14) INT (6) WIS (16) CHA (15)
Bred for War. This creature has advantage on death saving throws.
Actions:
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) slashing damage.
Extra Attack x2
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the
Attack action on your turn.
Emissary of Peace
At 13th level, your very presence not only calms others, it radiates the divine energies of the
goddess herself as one of her appointed knights.
You and friendly creatures within 30 feet of you are immune to disease and poison while you
are conscious. A creature that is already afflicted with disease or poison will have advantage on
any checks made to recover from its effects while within your presence.
Stun
At 18th level, your prayers to the goddess allow you to deliver her divine judgment through
your lance.
When you hit a creature with a melee weapon attack on your turn, you can call upon the
goddess to sunder the target creature. The target creature must succeed on a Constitution
saving throw (DC equal to 12 + your proficiency bonus + your Charisma modifier) or be stunned
until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of
once). You regain all expended uses of it when you finish a long rest.
Berserker
Level Features
14 Enrage
15 Smashing Strike
17 Rally Strength
20 Cornered Beast
Requirements
Class: Barbarian
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Stealth, Perception, and Intimidation
Enrage
While bellow half hit points, your attacks crit on a 19 or 20. This bonus stacks with other crit
boosting features. Whenever you hit a critical hit, further increase your damage by 1 die.
Smashing Strike
Starting at 15th level, whenever you hit an enemy, you may push the target 20 feet away from
you. If it hits a wall, they take an extra die of damage equal to your weapon’s damage.
You can use this feature a number of times equal to your Strength modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Rally Strength
At 17th level, your mighty roar empowers your allies. As a bonus action, you can increase the
damage of all allies (you included) within 15 feet of you by your proficiency bonus. This bonus
stacks with other crit boosting features other than this one. This effect lasts for 3 turns.
Once you use this feature thrice, you must finish a short or long rest before you can use it
again.
Cornered Beast
You are rage incarnate. At 20th level, while you have 2 or more enemies within melee range of
you, gain advantage on all melee attacks you make. If you already have advantage, you gain
double advantage.
Reaver
Level Features
14 Grievous Blow
15 Heavy Hitter
17 Battalion Wrath
20 Colossus
Requirements
Class: Barbarian or Warrior
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Grievous Blow
Whenever you hit a critical hit, further increase your damage by 1 die. Landing a critical hit
decreases the enemies AC by 2. This bonus does not stack with itself.
Heavy Hitter
Starting at 15th level, you gain the ability to stun an enemy. If you land an attack, roll a 1d20. If
you roll 17 or above, your target becomes stunned.
Battalion Wrath
At 17th level, your wrath induced roar empowers your allies. As a bonus action, you can
increase the crit of all allies (you included) within 15 feet of you to a 19 or 20. This bonus stacks
with other crit boosting features other than this one. This effect lasts for 3 turns.
Once you use this feature thrice, you must finish a short or long rest before you can use it
again.
Colossus
You are no longer a normal man, for you have become the pinnacle of strength. At 20th level,
add your Constitution modifier to all Strength based rolls (attacks only benefit from up to +3
bonus).
Fortress
Level Features
14 Flickering Flower
15 Armored Strike
17 Rally Defense
20 Stormer of the Land
Requirements
Class: Warrior or General
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance,
and Persuasion
Flickering Flower
When an enemy is trying to move around or away from you, you can make it so they can move.
You can use this feature once per turn.
Armored Strike
At 15th level, you can utilize your armor to attack your opponent with its weight. You may add
half your total AC to your next attack as a bonus action.
You can use this feature a number of times equal to your Charisma modifier (minimum of
once). You regain all expended uses of it when you finish a long rest.
Rally Defense
At 17th level, your charismatic roar empowers your allies. As a bonus action, you can increase
the AC of all allies (you included) within 15 feet of you by 2. This bonus stacks with other AC
boosting features other than this one. This effect lasts for 3 turns.
Once you use this feature thrice, you must finish a short or long rest before you can use it
again.
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Ironclad
Any attempts at reducing your AC or moving you from your place are nullified (unless the
enemy land a critical hit or you land a critical miss).
Advanced Mount
At 15th level, you are granted a War Mount to ride as your mount.
Destrier (Large Beast)
AC: 19 (Armor)
Speed: 60ft
Stats: STR (24) DEX (15) CON (17) INT (3) WIS (14) CHA (8)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it
with a hooves attack on the same turn, that target must succeed on a DC 19 Strength saving
throw or be knocked prone.
Bred for War. This creature has advantage on death saving throws.
Charging Strike. You may attack after dashing with the horse, by doing so your attack is made
with disadvantage.
Actions:
Hooves. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 19 (2d10 + 8) bludgeoning
damage.
Inspiring Agility
At 17th level, your roar of urgency empowers your allies. As a bonus action, you can increase
the AC of all walk speed (you included) within 15 feet of you by 15 feet. This bonus stacks with
other speed boosting features other than this one. This effect lasts for 3 turns.
Once you use this feature thrice, you must finish a short or long rest before you can use it
again.
Defiant
You become the pinnacle of chivalry and knighthood. At 20th level, the first time you would
have your hit points reduced to 0, you instead make your hit points become half of your max
hit points. For 3 turns after this feature is activated, gain advantage on all attacks made against
anyone that was within 15 feet of you when this feature was activated and the one who
activated it.
Once you use this feature, you must finish a short or long rest before you can use it again.
Malig Knight
Level Features
14 Magic Boost
15 Advanced Mount
17 Trampling Rush
20 Malignance
Requirements
Class: Paladin or Wyvern Knight
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Magic Boost
Spell attacks made while riding a mount no longer grant disadvantage. Increase your spell DC
save by 2.
Advanced Mount
At 15th level, you are granted a Malig Dragon to ride as your mount.
Malig Dragon (Large Dragon)
AC: 18 (Barding)
Stats: STR (20) DEX (17) CON (18) INT (10) WIS (15) CHA (4)
Bred for War. This creature has advantage on death saving throws.
Actions:
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) piercing damage.
Rend. Melee Weapon Attack: + 11 to hit, reach 5ft., AoE around you. Hit 14 (2d8 + 4) slashing damage.
Trampling Rush
Starting at 17th level, if you attack an enemy that isn’t riding any mount, gain a +3 bonus to hit
and deal an extra die of damage.
Malignance
Become the rider of hell. At 20th level, whenever you attack an enemy with less % hit points
than you, your attacks are made with advantage and if you cast a spell that makes the
opponent do a spell save DC, they make it with disadvantage.
Wyvern Lord
Level Features
14 Howling Strike
15 Advanced Mount
17 Dominance
20 Tableturner
Requirements
Class: Wyvern Knight
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Advanced Mount
At 15th level, you are granted a Large Wyvern to ride as your mount.
Large Wyvern (Large Dragon)
AC: 18 (Barding)
Stats: STR (21) DEX (16) CON (18) INT (4) WIS (15) CHA (10)
Bred for War. This creature has advantage on death saving throws.
Actions:
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) piercing damage.
Rend. Melee Weapon Attack: + 11 to hit, reach 5ft., AoE around you. Hit 14 (2d8 + 4) slashing damage.
Tail Strike. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 14 (2d8 + 4) bludgeoning
damage.
Dominance
Starting at 17th level, if you attack an enemy that is riding a mount, gain a +3 bonus to hit and
deal an extra die of damage.
Tableturner
Become the rider of freedom. At 20th level, whenever you are attacked, you may use your
reaction to attack them back. If you are riding a mount, it also gains this feature. The target
must be within range for you to use this feature.
Gryphon Lord
Level Features
14 Darting Blow
15 Advanced Mount
17 Clear the Way
20 Valkyrie
Requirements
Class: Falcon Knight
Class Gains
Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation,
Insight, Intimidation, Medicine, Perception, Persuasion, Survival
Darting Blow
You gain advantage on initiative rolls. After hitting an enemy, you can choose to gain 20ft. of
extra Walk Speed and immunity to opportunity attacks.
Advanced Mount
At 15th level, you are granted a Great Gryphon to ride as your mount.
Great Gryphon (Large Celestial)
AC: 16 (Barding)
Stats: STR (14) DEX (22) CON (16) INT (7) WIS (18) CHA (16)
Bred for War. This creature has advantage on death saving throws.
Actions:
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage.
Reap. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 24 (3d8 + 10) piercing damage.
As an action, you can command your gryphon to dash up to 50ft. in a line, dealing 4d8 damage
to anyone hit. Those who were hit must make a Strength saving throw (DC 15), else they are
knocked prone.
Once you use this feature, you must finish a long rest before you can use it again.
Valkyrie
Become the rider of Heaven. At 20th level, you become blessed, gaining the ability to raise
those around you. As an action, you can raise incapacitated allies 20ft. around you and heal
them for 15 + your Wisdom modifier + your proficiency bonus.
Once you use this feature, you must finish a long rest before you can use it again.
Swift Classes
Hit Points: 1d8 per level
Scout
Level Prof. Features
Bonu
s
1 +2 Natural Explorer, Fighting Style
2 +2 Beginner Class
3 +2 -
4 +2 Ability Score Improvement
5 +3 -
6 +3 -
7 +3 Intermediate Class
8 +3 Ability Score Improvement
9 +4 -
10 +4 -
11 +4 -
12 +4 Ability Score Improvement
13 +5 -
14 +5 Advanced Class
15 +5 -
16 +5 Ability Score Improvement
17 +6 -
18 +6 -
19 +6 Ability Score Improvement
20 +6 -
Proficiencies
Armor: Light Armor
Tools: Choose one from Cartographer’s tools, Leatherworker’s tools, and Woodcarver’s tools
Skills: Choose three from Athletics, Acrobatics, Stealth, Investigation, Nature, Animal Handling,
Insight, Perception, Survival, Persuasion, and Deception
Promotions
Archer
Mercenary
Myrmidon
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action
when attacked. This grants you the following benefits:
In addition, you are skilled at navigating the wilderness. You gain the following benefits when
traveling for an hour or more:
Fighting Style
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.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter: You are trained in making ranged attacks at close quarters.
When making a ranged attack while you are within 5 feet of a hostile creature, you do
not have disadvantage on the attack roll. Additionally, your ranged attacks against
targets within 30 feet of you have a +1 bonus to attack rolls and ignore half and
three-quarters cover.
Dueling: 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. You gain this benefit even when
holding a shield.
Thrown Weapon Fighting: You can draw or pick up a weapon that has the thrown
property as part of the attack you make with the weapon. In addition, when you hit
with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 +
your Strength/Dexterity modifier. If you strike with two free hands, the d6 becomes a
d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to
the grappled creature. Until the grapple ends, you can also deal this damage to the
creature whenever you hit it with a melee attack.
Proficiencies
Armor: Light Armor
Skills: Choose four from Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Perception,
Deception, Intimidation, Performance, and Persuasion
Promotions
Myrmidon
Rogue
Dancer
Expertise
Choose two of your skill proficiencies to gain expertise with. Your proficiency bonus is doubled
for any ability check you make that uses either of the chosen proficiencies.
Locksmith
Your proficiency bonus is doubled for any ability check you make that uses thieves’ tools.
Cunning Action
Your quick thinking and agility allow you to move and act quickly. During combat, you can use a
bonus action to take the Dash, Disengage, or Hide action.
Classes
Hit Points: 1d6 per level
Healer
Level Prof. Features
Bonu
s
1 +2 Staff Proficiency, Extra Mana
2 +2 Beginner Class
3 +2 -
4 +2 Ability Score Improvement
5 +3 -
6 +3 -
7 +3 Intermediate Class
8 +3 Ability Score Improvement
9 +4 -
10 +4 -
11 +4 -
12 +4 Ability Score Improvement
13 +5 -
14 +5 Advanced Class
15 +5 -
16 +5 Ability Score Improvement
17 +6 -
18 +6 -
19 +6 Ability Score Improvement
20 +6 -
Proficiencies
Armor: Light Armor
Promotions
Monk
Priest
Staff Proficiency
You are practiced with magical Staffs and the art of healing. As a healer, you can attune to Staffs
and channel the magic powers inscribed into them.
There are many types of Staffs, but the vast majority of them have complex magics and can
only be used by experienced healers, which are represented by its level requirements.
All Staffs have a number of charges that they can store to channel their magic. A Staff recovers
all of its charges after spending 8 hours in the presence of a resting healer attuned to it. As an
action, a healer can channel the power stored within a Staff to activate its effects, expending
charges of the Staff's power in the process.
Your familiarity with staffs allows you to attune to 1 additional magic item as long as it is a staff.
Extra Mana
You have an increased mana pool. You have a 50% bonus to mana.
Staves
You can find a place to purchase Staff in most major cities, but they are very uncommon in
outskirt towns or small villages.
Pupil
Level Prof. Features
Bonu
s
1 +2 Tome Proficiency, Extra Mana
2 +2 Beginner Class
3 +2 -
4 +2 Ability Score Improvement
5 +3 -
6 +3 -
7 +3 Intermediate Class
8 +3 Ability Score Improvement
9 +4 -
10 +4 -
11 +4 -
12 +4 Ability Score Improvement
13 +5 -
14 +5 Advanced Class
15 +5 -
16 +5 Ability Score Improvement
17 +6 -
18 +6 -
19 +6 Ability Score Improvement
20 +6 -
Proficiencies
Armor: Light Armor
Skills: Choose three from Arcana, History, Nature, Religion, Insight, Medicine, Perception,
Performance, and Persuasion
Promotions
Hexer
Mage
Tome Proficiency
As a novice magician, you are practiced with magical tomes. As a Pupil, you can attune to
tomes and decipher the magic powers inscribed into them to cast basic spells.
There are many types of Tomes, but pupils start their journey with the very basics of Anima
magic. There are more powerful Tomes with sophisticated arcane magics within, but they
require great mastery of magic to be deciphered and understood. This is represented by a
Tome's level requirements.
All Tomes have a number of charges that they can store as magic to be expelled. A Tome
recovers all of its charges after spending 8 hours in the presence of a resting pupil attuned to it.
As an action, a pupil can navigate the magic powers stored within a Tome to activate its effects,
expending charges of the Tome's power in the process.
Your familiarity with tomes allows you to attune to 1 additional magic item as long as it is a
tome.
Extra Mana
You have an increased mana pool. You have a 50% bonus to mana.
Tomes
You can find a place to purchase Tomes in most major cities, but they are very uncommon in
outskirt towns or small villages.