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Official
Third-party
Languages:
Stout
Languages: Common, Dwarvish
Farsight
Languages: Common, Elvish, Sylvan
Keen Senses
Languages: Common, Goblin
Adaptable
Languages: Common, Elvish, +1 common (choose)
Mighty
Languages: Common, Orcish
Stealthy
Languages: Common
Ambitious
Languages: Common, +1 common (choose)
Knack
Languages: Common, Draconic
Weapons: Crossbow, dagger, mace, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail, shields
Talent table available · select to view features
Weapons: Boomerang, club, dagger, spear, spear-thrower
Armor: None
Weapons: Proficient with staff, club, dagger and sling
Armor: Fiber and studded fiber armor
select to view features
Weapons: Projectile and Energy Pistols
Armor: Light Armor
Weapons: Light Ranged Weapons
Weapons: Club, crossbow, dagger, shortbow, shortsword, spear, staff, whip
Weapons: Club, dagger, javelin, longsword, pike, shortbow, scimitar, spear, whip
Armor: Leather armor, shields
Weapons:
Armor:
Weapons: Club, Dagger, Handaxe,
Armor: leather armor and shields
Weapons: Dagger, all swords
Armor: Leather armor, mithral chainmail
Weapons: All Weapons, except
Armor: All Armor and Shields
Weapons: Club, Dagger, Longbow,
Weapons: All weapons
Armor: All armor and shields
Hauler. Add your Constitution modifier, if positive, to your gear slots.
Weapon Mastery. Choose one type of weapon, such as longswords. You gain +1 to attack and damage with that weapon type. In addition, add half your level to these rolls (round down).
Grit. Choose Strength or Dexterity. You have advantage on checks of that type to overcome an opposing force, such as kicking open a stuck door (Strength) or slipping free of rusty chains (Dexterity).
Weapons: club, crossbow, dagger,
Armor: Leather, elven chain and
Weapons: Bastard sword, crossbow, dagger, greataxe, greatsword, handaxe, spear, staff
Weapons: club, dagger, hand axe,
Armor: All Armor and Shields tailored
Weapons: All Weapons
Weapons: All melee weapons, crossbow
Weapons: Dagger, longbow, shortbow, sling, scimitar
Armor: Leather armor
Weapons: Built-in Weapons.
Armor: Built-In Armor.
Weapons: Staff, strikes
Weapons: Crossbow, dagger, longsword, scimitar, staff, stave
Armor: Leather armor, chainmail
Weapons: Bastard sword, dagger, greatsword, javelin, lance, longsword, shortsword
Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer
Languages. You know Celestial, Diabolic, or Primordial.
Turn Undead. You know the turn undead spell. It doesn’t count toward your number of known spells.
Deity. Choose a god to serve who matches your alignment (see Deities, pg. 28). You have a holy symbol for your god (it takes up no gear slots).
Spellcasting. You can cast priest spells you know. You know two tier 1 spells of your choice from the priest spell list on pg. 51. Each time you gain a level, you choose new priest spells to learn according to the Priest Spells Known table. For casting priest spells, see Spellcasting on pg. 44.
Weapons: Melee and Ranged Weapons (excluding all Heavy Weapons)
Weapons: Dagger, Handaxe, Longbow,
Armor: Leather Armor, Chainmail
Weapons: Dagger, longbow, longsword, shortbow, shortsword, spear, staff
Weapons: Blowgun, bolas, dagger, razor chain, scimitar, shuriken, spear
Weapons: Proficient with all axes and swords, plus spear, club, dagger and war hammer
Armor: Proficient with fiber armor and shields
Weapons: Club, dagger, staff
Weapons: Proficient with dagger, club and staff
Armor: None (sages do not wear armor to maintain their connection with the arcane and natural energies)
Weapons: Proficient with blowguns, bolos, club, dagger, axes, longbow, rapier, shortbow, shortsword, sling, and spear
Armor: Proficient with fiber and studded fiber armor, plus shields
Weapons: Dagger, greataxe, handaxe, longbow, longsword, spear
Armor: Leather Armor and Shields
Weapons: Dagger, stave, spear
Weapons: All Melee weapons
Armor: All Armor
Weapons: Club, crossbow, dagger, shortbow, shortsword
Backstab. If you hit a creature who is unaware of your attack, you deal an extra weapon die of damage. Add additional weapon dice of damage equal to half your level (round down).
Thievery. You are adept at thieving skills and have the necessary tools of the trade secreted on your person (they take up no gear slots). You are trained in the following tasks and have advantage on any associated checks: - Climbing - Sneaking and hiding - Applying disguises - Finding and disabling traps - Delicate tasks such as picking pockets and opening locks
Weapons: Melee and Ranged Weapons (excluding Light Weapons in both).
Weapons: Club, Crossbow, Dagger,
Weapons: Club, crossbow, dagger, mace, longsword
Armor: Leather armor, chainmail, and shields
Weapons: Proficient with club, dagger, mace, quarterstaff, shortsword, longsword, and war hammer
Armor: Proficient with all armor, shields and helms
Weapons: Proficient with all weapon types
Weapons: Light Melee Weapons
Weapons: Dagger, staff
Languages. You know two additional common languages and two rare languages (see pg. 32).
Learning Spells. You can permanently learn a wizard spell from a spell scroll by studying it for a day and succeeding on a DC 15 Intelligence check. Whether you succeed or fail, you expend the spell scroll. Spells you learn in this way don't count toward your known spells.
Spellcasting. You can cast wizard spells you know. You know three tier 1 spells of your choice from the wizard spell list (see pg. 52). Each time you gain a level, you choose new wizard spells to learn according to the Wizard Spells Known table. For casting wizard spells, see Spellcasting on pg. 44.
Weapons: Club, crossbow, dagger, pseudopod, shortbow, shortsword, spear
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