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Master of None (Multiclassing)

This document provides a brief history of multiclassing rules in Dungeons & Dragons from the original 1974 edition to the current 5th edition. It describes how multiclassing has evolved over time, from limited options for elves in early editions to the expanded options in AD&D and the simplified approach in current 5th edition rules. It prefaces additional multiclassing suggestions and options that will be presented in the rest of the book.

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100% found this document useful (2 votes)
719 views57 pages

Master of None (Multiclassing)

This document provides a brief history of multiclassing rules in Dungeons & Dragons from the original 1974 edition to the current 5th edition. It describes how multiclassing has evolved over time, from limited options for elves in early editions to the expanded options in AD&D and the simplified approach in current 5th edition rules. It prefaces additional multiclassing suggestions and options that will be presented in the rest of the book.

Uploaded by

Magik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents Level 12 .....................................................................

50
Level 13 ...................................................................... 51
Multiclassing: A Mixed History ..... 3 Level 14 ...................................................................... 51
Original D&D ........................................................... 3 Level 15 ...................................................................... 53
BECMI .......................................................................... 3 Level 16 ..................................................................... 53
AD&D (1e/2e) ............................................................. 2 Level 17 ..................................................................... 54
Third Edition & 3.5 ................................................ 4 Level 18 ...................................................................... 55
Fourth Edition ........................................................ 5 Level 19 ..................................................................... 56
Fifth Edition ............................................................ 5 Level 20 .................................................................... 56
What to Do with Multiclassing .... 6
In This Book ............................................................. 6
Traditional Multiclassing
Suggestions .............................................. 8
Barbarian ................................................................... 8
Credits
Produced by: Realmwarp Media
Bard ........................................................................... 10
Artwork: Dmsguild Creator Resources, Adela
Cleric ......................................................................... 12
Quiles
Druid ......................................................................... 14
Lead Designer: Ryan Langr
Fighter ..................................................................... 16
Contributing Designers: Noah Grand, Lydia Van
Monk ......................................................................... 17
Hoy, Stuart Broz, Joshua Barbeau, Drew Dawes
Paladin ..................................................................... 19
Editor: Ryan Langr
Ranger ..................................................................... 20
Layout Specialist: Lydia Vanhoy
Rogue ........................................................................ 21
For more products... sneak peaks, and previews,
Sorcerer .................................................................. 22
like our facebook page (Realmwarp Media) or follow
Warlock ................................................................. 23
us on Twitter (@realmwarpm)
Wizard ...................................................................... 24
Narrative Multiclassing ................. 25
Gestalt Characters ...................... 28
Why Gestalt? ........................................................ 28
General Rules for Gestalt Characters ..... 28
Types of Gestalt Characters ...................... 30
Low Power Gestalt Options ........................ 31
Balancing Gestalt Characters ...................... 31
Encounter Balancing ....................................... 32
Feature Swapping ................................. 33
Modular Class Building .................. 35
Philosophy .............................................................. 35
Level Progression ............................................... 35
Level 1 ....................................................................... 36
Level 2 ...................................................................... 40
Level 3 ....................................................................... 41
Level 4 ....................................................................... 43
Level 5 ....................................................................... 43
Level 6 ....................................................................... 44
Level 7 ....................................................................... 46
Level 8 ....................................................................... 47
Level 9 ....................................................................... 47
Level 10 ..................................................................... 48
Level 11 ..................................................................... 49

2
Multiclassing: A Mixed History
ulticlassing has been a part of D&D from fighters, Intelligence for magic-users, Wisdom for

M its earliest editions, though it’s safe to say


it hasn't always been as simple or
balanced as it is in fifth edition. A brief
history of multiclassing brings us to the current
model. In addition to providing narrative weight to
clerics, and Dexterity for thieves).

BECMI
The Dungeons & Dragons Basic Set was released
the current method, this guide will give additional as a re-write and streamlining of the original
options for multiclassing. rules (which were also being expanded into what
would become Advanced Dungeons & Dragons).
Original D&D Eventually, the Basic rules would be expanded
into their own line and compiled in the Dungeons
The original publication of Dungeons & Dragons
& Dragons Rules Cyclopedia. These rules largely
as a three-volume boxed set in 1974 included
did away with multiclassing. Non-human
class options for player characters to be a
characters—here limited to elves, dwarves, and
Fighting-Man, Magic-User, or Cleric. Humans
halflings—became their own classes. Elves had
could advance in any of these classes. Dwarves
the abilities of both fighters and magic-users, but,
and hobbits could only advance in the Fighting-
once again, advanced slowly and had level limits.
Man class, and were limited in level. The elf was
the original multi-class option, as it could switch
between Fighting-Man and Magic-User, advancing
AD&D (1e/2e)
as one or the other at any given time. The rules Advanced Dungeons & Dragons was created as an
on what this meant, however, were scarce. expanded version of the original game rules. The
Though they could explicitly wear magic armor as first Player’s Handbook for the game was released
Magic-Users, most people understood the rules to in 1978 and incorporated changes and additions
suggest they otherwise had to choose between from supplements and magazine articles. Unlike
playing as a Fighting-Man or as a Magic-User for the simplified Basic Ruleset, these rules not only
a given adventure. kept multiclass possibilities, but it greatly
The original rules also included an option for expanded them, setting in place the models for
human characters to change classes, but this later multiclassing innovations.
seemed to be a case of fully abandoning one class Like the original ruleset, AD&D restricted
and its abilities in favor of another, and it was advancing in more than one class at a time to
strongly discouraged. nonhuman characters. These characters would,
In 1975, Greyhawk was released as the first once again, split their experience points between
supplement for the game. This book introduced classes and have class level limits (with a few
the thief class, which was the only one free of exceptions, such as the fact that almost any race
level limits for non-humans. Dwarves were could advance as a thief without limit). With more
permitted to advance as a thief and fighter choices of race and class, as well as an attempt to
simultaneously. Elves were permitted to advance clarify the rules, the options were significantly
as fighters, magic-users, and thieves; and half- expanded. Some class combinations, however,
elves were introduced, who could multiclass as were limited to certain races. For instance, only
fighter/magic-users or fighter/magic-user/ half-elves could be cleric/rangers, only half-orcs
clerics. Regardless, all multiclass characters were could be fighter/assassins, and only gnomes
required to split all of their experience points could be illusionists/thieves. Interestingly, elves
equally between their classes, even after they had and half-elves were still the only races that could
hit a level limit in one or more of them. Class level multiclass as a magic-user or as three classes at
limits were slightly higher for nonhuman once. Multiclass characters were not restricted by
characters who had exceptional ability scores in ability scores except insofar as they affected class
the prime requisite of a class (Strength for level limits.
3
Humans, as in the original rules, could change the better. Now the game had attributes, like
classes, but this was no longer discouraged. attack bonus progression, ability score
Instead, it was expanded into what became increments, and feats, which advanced based on
known as dual-classed characters. A character of your character level rather than your level in a
this type could cease advancing in one class and given class (though your given class still impacted
select another. They would keep their original hit how strong your progression was). Tying certain
points, but if they wanted to advance in their things like this to your overall character level was
second class they could not use any of the other an innovation that would continue through to our
capabilities of their first class. If they did so, they current edition, because it allowed players to
would forfeit the experience points for that more or less dummy-proof their characters. In
adventure. Once their level in their second class this way, they could make whatever character
exceeded their level in their first, they could freely they wanted and still be somewhat effective
mix the abilities of the two. Dual-classed because of their overall character level.
characters needed to have extremely high ability When 3.5 rolled up in a fancy convertible and
scores in the prime requisites for both of their told all of third edition’s friends to get in, it took
classes, but they were otherwise only limited by multiclassing with it. Not much had changed
alignment restrictions in terms of what between third edition and 3.5 in the multiclassing
combinations they could choose. department, though many more prestige classes
Advanced Dungeons and Dragons also had a were introduced. Prestige classes were a special
few unusual cases of multiclassing. The bard, for kind of class that you couldn’t take at 1st level,
instance, was presented in an appendix to the and could only be multiclassed into, generally, by
Player’s Handbook. It was a dual-classed fighter/ meeting certain prerequisites (often levels in two
thief who then started a third class—the bard—in or more classes). These prestige classes were often
which it learned druid spells as well as additional superior to base classes and encouraged many
lore and musical charming abilities. Similarly, the players to build their characters in such a way as
Thief-Acrobat, presented in the original to meet the prerequisites for the prestige class as
Unearthed Arcana, allowed a thief who met soon as possible. Some of the concepts for dual-
minimum ability score requirements to give up class archetypes from second edition formed the
advancement in certain thief skills in favor of basis of prestige classes in third and 3.5 editions.
acrobatic ones. Finally, no mention of third edition’s multiclassing
The second edition of Advanced Dungeons & would be complete without the gestalt
Dragons certainly made some changes. The bard, multiclassing variant introduced in Unearthed
for instance, became its own class and rules were Arcana. Gestalt was a high-powered variant
more clearly defined about how multiclassing and introduced as a way to combat the difficulty of
dual-classing worked, but they remained playing in smaller parties. Basically, the rules
fundamentally the same. allowed you to take two different classes at every
level, gaining all the features of both where they
Third Edition & 3.5 differed and only the better of the two where they
overlapped. Gestalt characters are intentionally
In third edition, the dual-classing of second
overpowered, but how much so is dependent on
edition’s days was over. Gone were the weird
what class combinations you went for. The result
racial restrictions on pairing certain classes, and
was very swinging, with some combinations
the insistence of using the abilities of the first
reaching ludicrous levels of power while others
class while advancing the second. Finally, true
were only marginally more than taking a single
multiclassing had arrived.
level. Notably, these rules created additional
A lot of the rules had to be modified or created
overhead for the DM as it would be harder to
to accommodate the introduction of multiclass
balance encounters with gestalt characters in
characters, but generally they were changes for
mind.

4
Still, it could be extremely fun to play a dream characters than multiclassed ones, but players
character, and probably as a direct result, people still ate it up. With a hybrid character, you would
still talk about gestalt characters today. If the idea choose two classes at level 1 and take watered-
of playing gestalt characters in fifth edition down features from both as they progressed. Now
sounds like fun, you’re in luck, as rules for that each class needed to have a hybrid version of that
exist within this supplement. class printed (basically the class cut in half),
Third edition was multiclassing at its height. which the player would take and combine with
Some would say this was the best edition because another hybrid class to create their hybrid
of how much it encouraged players to build character. Sometimes this resulted in some very
unique characters by combining multiple classes strong combinations, but most often this was one
in new ways. Others would say that’s what made of the few ways you could build an ineffective
the ruleset so complicated and minutia-focused. character in the most purposefully balanced
Whether you agree or disagree with either edition of the game.
assessment, one thing is clear; the third edition of
D&D put a greater focus on multiclassing than Fifth Edition
any other.
Which brings us to today--fifth edition--what
many would call the crown jewel of D&D’s
Fourth Edition editions. And yet, despite its success and
Fourth edition was much maligned by many in popularity, where is multiclassing? Curiously
the D&D community for its bold attempts to enough, in fifth edition multiclassing is a variant
balance every class. While a lot of the ideas didn’t rule, left up to the DMs whether or not to include
work, there were some neat innovations in the it. As it stands, it feels very much like an
area of multiclassing. Done away were the oversimplified version of third edition’s multiclass
traditional multiclassing ideas of taking levels in rules. It does the job for those that want to build
multiple classes. Instead, a slew of multiclassing their bespoke characters, but as a variant rule
alternatives appeared that would allow you access there is not a lot of support for it. It’s kind of left
to features from other classes without stepping up to the DMs to decide how they want to use it
outside your original class. in their games, which is great because now that
Rather than a one or two level dip, if all you little change is all it takes to put players and DMs
wanted was a bit of functionality from another on the same page about it. As it stands, fifth
class, you could take multiclassing feats. Novice, edition will never be the grand homage to
Acolyte, and Adept level feats for each class gave multiclassing that was prominently displayed
you progressive tiers to sink your teeth into, all throughout all of 3rd edition, but it also doesn’t
without diluting the functionality of your core role need it. D&D is doing just fine with multiclassing
in the party. If the multiclassing feats weren’t only taking up two pages of real-estate in the fifth
enough, you could further develop your devotion edition Player’s Handbook.And if that’s not
to a second class through a paragon path variant. enough for you, there’s always supplemental
By forgoing a traditional paragon path (the books like this one to give you a lot more.
method by which you specialized at higher levels
in fourth edition), you could instead gain more
features from one of your tertiary classes.
But that wasn’t all. After enduring quite a bit
of backlash from fans who wanted a more true
form of multiclassing, Wizards of the Coast did
eventually release rules for what they called
hybrid characters in fourth edition. These hybrid
characters had more in common with gestalt

5
What to Do with Multiclassing?
(Ryan Langr, project lead) have never liked the Our second goal was to provide more options

I idea of multiclassing. It was always confusing


to me, and I viewed it as a corruption of what
the designers intended for classes. Sure, they
accounted for multiclassing in the Player’s
Handbook, but I was sure that was a concession.
for how characters can multiclass. This ranges in
complexity and flexibility from enhancing the
official rules in the Players Handbook, all the way
to a completely modular, and nearly “classless”
system of building a character.
"People are going to do it, we might as well make
sure they do it well."
Traditional Multiclassing
Still, despite fifth edition multiclass rules Suggestions
being objectively simple compared to previous
editions, it wasn't something I wanted to deal In the first section, we offer rollable tables the DM
with. New players in my games were expressly or player can use to generate how they came
forbidden from multiclassing. about multiclassing. We also give ways in which
A final objection is the difficulty in roleplaying players can earn or unlock the ability to
these characters. Does the character have a multiclass through their character’s actions and
plausible in-game reason to be a Life Domain play style. Finally, we’ve designed unique abilities
cleric and an Assassin rogue? While some rich for each combination of classes to give your
backgrounds could legitimately account for this, a unique build a little extra flair without being
lot of players would have difficulty going beyond overpowered.
the reason of "it's just a really cool combo!" Add
this to the fact that some multiclass
Narrative Choice Model
combinations are incredibly overpowered, and This method is like that quiz you take to find out
thus overshadow the rest of the party, and most which disney princess you are or what Harry
DM's have valid reason to be wary of Potter character you’re most like. Before certain
multiclassing. levels, or when a player indicates they may want
Indeed, it seems the common sentiment to multiclass, the DM can ask them a series of
among experienced Dungeon Masters seems to be questions. The answer to these questions shows
that multiclassing is "essential" and "valuable", which second class would be most consistent for
but one of the "most abusable aspects" of the their character to take based on their play style
entire system. and actions in the game.
Master of None hopes to change that. I am
incredibly thankful to have recruited a team of Gestalt
experienced, enthusiastic multiclassers to fix
In this section we explain a brief history of the
most of the problems I had with the mechanic.
gestalt system and reason’s a DM could include it

In this Book into their campaign--it’s not for everyone, but


some campaigns can definitely benefit from it! We
Master of None is designed with a few goals in
then give some general rules for gestalt
mind. First and foremost we wanted to provide a
characters, as well as new ways to create them
lot of easily accessible and flexible options for
and how to increase or decrease their power.
DMs and players to roleplay multiclassing. While
having a narrative reason for multiclassing isn’t a
requirement for everyone, many people have said
it’s something that’s important to them, or they
wish there was more of.

6
Feature Swap
The feature swap method is “multiclassing lite”,
and allows character to switch out features for
those of other classes as they level. While it can
allow for all the customization of a multiclass
character, while slightly increasing the flexibility.
Use this system if you want one or two levels of
another class, but want to skip the lower level
features in exchange for the higher ones.

Modular Class Building


This system is multiclassing broken and down
and rebuilt brick by brick. It’s akin to using point
buy for ability scores, but for each feature for
every class in the Player’s Handbook. Completely
customizable, painstakingly balanced, and with
nearly endless potential, each level you can “buy”
anything ranging from different hit points to
features from any class. It is the optimizer’s
dream system.

7
Traditional Multiclassing Suggestions
hat follows are random tables to help
Barbarian
W with roleplaying. Each class has a table
for introducing the class through
encounters followed by unique features
(both beneficial and detrimental) granted by the
characters multiclassing combination. Finally,
Barbarian Encounters
These encounters focus on the character being
induced into a rage and learning to take damage.
d10 Encounter
each class ends with a section on ways you can
You suffer (or remember) a devastating
mechanically "earn" or “train” a second class in a 1
loss, driving your rage.
more thematic way than just "I take this as a
second class because I think a barbarian-wizard A known warrior passes down the secrets
2
would be cool.” of Rage.
An illness causes you to lose control of
3
Encounters your temper.
Your god has called you to zealotry for their
The encounter table grants the most player 4
cause.
agency. When a player expresses a desire to
Your time with a wise person has taught
multiclass, the DM may roll on the table (or 5
you to channel your anger.
choose) to determine the narrative through which
Your attunement to a magical item has
they gain the second class. 6
caused rage to swell inside you.
You have been forsaken by your god,
Features 7
leaving only emptiness and rage.
When a player multiclasses, these features, Passionate or unrequited love has driven
8
unique to each combination of classes, can give you to jealous rage.
both narrative and mechanical flair. Most of these You have been outcast from your
9
unique features grant both minor advantages and homeland.
disadvantages. All of them grant specific You have been constantly thwarted by an
10
opportunities to roleplay in ways not available to enemy, turning your anger into rage.
single classes. Encourage your players to roleplay Playing a Barbarian
when using these features.
Barbarian/Bard (Skald).
You have a tendency to favor stories, songs, and
Training
performances that highlight the gruesome and
This technique could be considered "practice" gory facts of life.
multiclassing, but takes a bit of agency away from Intimidating Performance. When you enter
players. Players cannot multiclass in any given Rage, you may expend a Bardic Inspiration die as
class until they "unlock" it through obtaining part of the same bonus action. Additionally, you
enough points (granted through various actions). have advantage on any Charisma (Performance)
When a character reaches 100 points, they may check to convey anger, war, and readiness for
multiclass in that particular class. They stilll battle. However, you assume these types of
must meet all ability score requirements from the performances are always appropriate and have
Player’s Handbook. Dungeon Masters may choose disadvantage on any Wisdom (Insight) check to
to keep these criteria secret, and are encouraged tell if the audience would favor something else.
to add their own ideas to the list.

8
Barbarian/Cleric (Wrathpriest). Barbarian/Paladin (Ragesworn).
Your zeal leads to moments of clarity and You proclaim the values of battle, whether or not
madness. Often simultaneously! others respect them.
Single-Minded. You can channel your divine Vow of Violence. You have advantage on
instincts to detect lies, falsehoods, and half Charisma (Intimidation and Persuasion) checks
truths. You must activate this ability before when interacting with someone who worships a
rolling a Wisdom (Insight) check. When you roll, deity of war or violence. However, you have
treat any d20 roll of less than 15 as a 15. If you disadvantage on Charisma (Intimidation and
learn someone was trying to deceive you about Persuasion) checks when interacting with
your religious beliefs as a result of using this someone who worships a faith of peace or
ability, you enter rage, expending one use of it. nonviolence.
You cannot use this ability again until you finish
a long rest. Barbarian/Ranger (Tracker).
You spend most of your time in the wilderness.
Barbarian/Druid (Beastrager). Instinctive Predator. You gain advantage on
Your connection to animals makes you Wisdom (Survival) and Dexterity (Stealth) checks
particularly intimidating. while in your favored terrain. You have
Primal Instinct. You can use your Strength disadvantage on all Charisma checks while
modifier for any Wisdom (Animal Handling) or interacting with humanoids from urban
Charisma (Intimidation) check against beasts. environments.
While you take the form of a beast, you have
advantage on Charisma (Intimidation) checks. Barbarian/Rogue (Thug).
However, while raging you cannot do lethal You can flip between emotions in a conversation
damage to a beast. much faster than most.
This is the Best Deal. You have a unique
Barbarian/Fighter (Dominator). ability to blur the line between Persuasion and
Your presence is particularly frightening to foes Intimidation. If asked to use one skill, you can
who watch you shrug off wounds. choose to use the other instead. However, on a
Just Die Already! If you use Second Wind failed skill check, people will assume more
while raging, each hostile creature within 10 feet hostility than was actually intended.
of you must make a Wisdom saving throw or be
frightened of you until the end of your next turn. Barbarian/Sorcerer (Bloodrager).
Your DC for this ability is based on your Your rage fuels your convictions.
Constitution. Bloody Focus. As a reaction, you can spend a
They’re Still Moving! While you are raging, sorcery point to add 2 to the result any saving
you have disadvantage on any skill check to throw. You can spend a sorcery point in this way
determine how wounded someone is. All active after seeing the result on the d20 roll, but before
combatants look equally hardy! the DM says whether you succeed or fail. As your
bonus damage from Rage increases, the addition
Barbarian/Monk (Bruiser). to your saving throw increases as well. On a failed
You have learned to control your anger better. saving throw, you must use your next available
Thrill of the Chase. Your rage no longer ends action to punish whoever or whatever forced you
if you fail to deal or suffer damage since the last to make the saving throw, if possible.
round, as long as you used your full movement to
get closer to an opponent.

9
Barbarian/Wizard (Furycaster).
Your rage gives you keen insights into the
Bard
workings of the universe. Bard Encounters
Rage of the Page. You can flip through your These encounters focus on the character
spellbook while raging to maintain your rage. If discovering the magic hidden within words and
you do this for a full minute, you can swap two of music.
the spells you prepared that day. d10 Encounter
A childhood rhyme turns out to be the
1
Barbarian/Warlock (Pactrager). verbal component to a bardic spell.
Your dedication to your patron strikes fear into You pick up an instrument for the first
your enemies. time and seem to have a supernatural
2
Directed Agent. You may add your Strength connection with it.
and Charisma modifier to any Charisma Your entire family are alumni of the same
3
(Intimidation) check you make when invoking bardic college and pressure you to attend
your pact mentor. You have disadvantage on Your dream is to relive famous stories of
4
Charisma (Deception) checks to hide your pact. your favourite adventurer’s tales.
After spending time around spellcasters,
5
Earning Barbarian you thought, “Pfft. I could do that.”
A character can be eligible to multiclass as a You were a childhood musical prodigy
6
barbarian when they reach 100 points. Consider that’s forsaken your talent out of spite.
the following when rewarding points (instances You unknowingly received this knowledge
7
can be repeated): from a mischievous fey creature.
•The character has initiated A heroic bard died in battle, inspiring you
8
combat out of anger (25 points). to safety. You wish to honor their sacrifice.
•The character has been You grew up in a family of wandering
9
reduced to 0 hit points by performers. These skills come naturally to
bludgeon, piercing, or you.
slashing damage (10 You are infatuated by another bard after
10
pts). hearing their performance.
•The character has
fought in combat Playing a Bard
without armor
Bard/Cleric (Cantor).
and without an
Your church is your muse, and your
Unarmored
performances most often take the form of
feature (15 pts).
your church’s hymnals or tales of your
deity.
Preaching to the Choir. When you make
a Charisma (Performance) check, you can
choose to add your Intelligence modifier to
represent the incorporation of your religion. If
someone opposes your deity or worships an
opposing god, however, the performance only
causes them to dislike you.

10
Bard/Druid (Windsong). Bard/Ranger (Wildsong).
Your song reflects the complexity and beauty of Nature inspires you, and you take great joy in the
nature itself. time you spend in it.
Colors of the Wind. Because you have Wilderness Guide. While in your favored
learned to perform in harmony with the sounds of terrain, you gain an additional use for your Song
nature, you have advantage on Charisma of Rest. Instead of gaining hit points, any friendly
(Performance) checks made outside of civilization creatures that can hear your performance gain
or in rural communities. You have disadvantage any benefits that you receive from being in your
on performance checks made in cities or favored terrain for the next 8 hours. Doing so
industrial areas because you are unable to hear prevents you from using your Song of Rest again
the earth singing with you. until you have completed a long rest.

Bard/Fighter (Bladesong). Bard/Rogue (Whisperer).


You sing as you wield your weapon, and can use Your mastery of the arts has taught you to stand
your songs to create a distraction on the out, as well as blend in.
battlefield. Disappearing Act. You have advantage on
Battle Song. As a bonus action, you can use Charisma (Performance) checks made to create a
your songs to gain advantage on one attack, but distraction. If you are caught, you have
the first attack roll made against you before the disadvantage on any Charisma checks made to
beginning of your next turn also has advantage. influence those who witnessed the attempted
You must finish a short or long rest before you distraction for the next 24 hours.
can use this feature again.
Bard/Sorcerer (Natural Talent).
Bard/Monk (Throat-singer). Your bardic talent seems to come naturally,
The chants typical of your monastery compliment almost as if it was in your blood.
your bardic skills well. Smooth Talker. You can spend a sorcery
Bardic Ki. When you have no more uses of point to gain advantage on any Charisma ability
Bardic Inspiration, you can spend 2 ki points to check, but a failed role exposes your attempt to
use it again. The dice for Bardic Inspiration is magically influence others.
always 1d6 when used this way. Ki points spent
in this way are not recovered during your next Bard/Wizard (Poet).
short rest. Because of your love for the arts, the focus of your
studies has drifted to their incorporation into the
Bard/Paladin (Songsworn). arcane.
Your dedication to your oath inspires you to Recite the Classics. You can recall lines
create great works of art. easily from great epics, using your Intelligence
Evangelical. You can make a Charisma modifier instead of Charisma for any check
(Performance) check when attempting to spread involving Intimidation or Performance. A failed
the word of your oath, or to convince others to check reveals that you are simply quoting lines,
help you fulfill your tenets. You have disadvantage and lowers the targets opinion of you
on any Charisma (Deception) checks to hide your substantially.
status as a paladin, or to misrepresent your
tenets.

11
Bard/Warlock (Cryptic Artist).
Your patron often influences your art, though not
Cleric
always in a positive way. Cleric Encounters
Hidden Messages. You can call on your These encounters focus on the character hearing
patron to gain advantage on Charisma the will of the divine and opening themselves up
(Performance) checks to entertain or produce and to listening.
sell art. When you do so, anyone who closely d10 Encounter
examines the resulting performance or artwork You called out to the gods to spare
1
must make a Wisdom (Perception) check against someone from certain death. The gods
your spell save DC. On a success, they can easily listened.
notice the otherworldly connection. You defended a deity’s shrine. Now they are
2
calling you to be their champion
Earning Bard After shunning your faith, your god
3
A character can be eligible to multiclass as a bard implores you back into their service
when they reach 100 points. Consider the You wish to fulfill the desires of your
4
following when rewarding points (instances can be ancestors
repeated): Thanks to your unique skill set, a deity
5
•The character has been reduced to 0 hit points chooses you for a special task.
while under the effects of a debuff spell (25 A valuable treasure you recover turns out
6
points). to be a holy symbol for a deity.
•The character succeeds on After years of a recurring dream, you
7
a skill check of DC 20 or finally understand its meaning.
higher in a skill they
Two deities are feuding over your service,
are not proficient with 8
secretly using you as a pawn in their game.
(15 pts.)
You wish to become a healer on the
•The character attempts 9
battlefield to atone for your past
to persuade an enemy
before or during recklessness
combat (10 pts). You devote yourself to a god of knowledge
10
or lore to expand your arcane studies

Playing a Cleric
Cleric/Druid (Grovepriest).
You learn a wide range of healing and support
traditions.
Vibrant Tradition. If you prepare a spell
twice – as both a cleric and a druid – you can cast
it once per short rest without using a spell slot.

Cleric/Fighter (Goldenheart).
Training in arms and armor, then using those
skills, is a central tenet of your faith.
Martial Law. You can use Wisdom instead of
Charisma for any Persuasion or Intimidation
check based on showing faith through battle.
However, your focus on expressing faith through
martial process means you have disadvantage
on Wisdom (Insight) checks to see if other
religious figures are truly committed to combat.

12
Cleric/Monk (Spiritualist).
Your divine training is focused more internally Cleric/Sorcerer (Bloodpriest).
than externally. Your innate magical capabilities separate you
Asceticism. Once per short rest, you can from those who receive all their power from their
spend a use of Channel Divinity to regain 4 ki deity.
points. You do not gain this use of Channel Chosen One. Regardless of your sorcerous
Divinity back at the end of that short rest. origin, people may believe you have a personal
connection to the gods. You have advantage on
Cleric/Paladin (Enlightened). any Charisma (Persuasion or Deception) check to
You have committed to your faith in every way show this connection as long as you cast a spell
possible. (including a cantrip) during the interaction.
Doubly Committed. You have advantage on However, people who believe in a religious
any Charisma check to influence someone who hierarchy may resent your “shortcut,” giving you
would be impressed by your dedication to a single disadvantage on any Charisma (Persuasion)
faith. However, you have disadvantage influencing checks against them.
anyone who values worshipping multiple deities
in a pantheon. Cleric/Wizard (Acolyte).
You study divine magic as if it is like the arcane.
Cleric/Ranger (Pathfinder). Religious Scholar. You can use your Wisdom
Your faith dictates that you help others navigate modifier instead of your Intelligence modifier for
the wilderness. any Religion check. Additionally, you have
Guided By Faith. While in your favored advantage on any Charisma (Persuasion) check to
terrain, any benefits that normally apply to you get access to any library maintained by a religious
alone also apply to your allies unless they are or quasi-religious organization. However, you have
actively opposed to your faith. disadvantage on any Charisma (Persuasion) check
against someone who hates reading.
Cleric/Rogue (Harbinger).
You must make every effort to conceal or promote Cleric/Warlock (Pactpriest).
your faith, as appropriate to your deity. You try to balance the demands of an extraplanar
Divine Shadows. If your deity typically entity with your faith.
encourages covert action, like a god of Dueling Divinity. As someone getting magical
assassination, you may use a holy symbol that power from both a deity and extraplanar being,
hides your true faith as a spell component. This you have advantage on any Charisma check to
“cover” holy symbol can be innocuous or the influence someone who would be impressed by
perverted symbol of a rival deity, as appropriate. your multiple sources of power. However, you have
Others must make an Intelligence (Religion) check disadvantage on influencing anyone who values
contested by your Charisma or Intelligence dedication to a single faith.
(Deception) check to spot the ruse. You have
disadvantage on any Charisma (Persuasion) check
requiring you to tell the truth about your deity.
Divine Agent. If your deity typically
encourages visible piety, you have advantage on
any Charisma check to talk people into keeping
your spellcasting focus as an item of nonmagical
importance. You have disadvantage on any
Charisma (Deception) check requiring you to
conceal your faith.

13
Druid
Druid Encounters
These encounters focus on the character hearing
the will of the divine and opening themselves up
Earning Cleric to listening.
d10 Encounter
A character can be eligible to multiclass as a
You witness an evil force devastate an area
cleric when they reach 100 points. Consider the 1
of wilderness.
following when rewarding points (instances can be
A seed that somehow got into your coin
repeated): 2
purse is growing at an unnatural rate
•The character witnesses an ally drop to 0 hit
You nap under a tree, dreaming the tree is
points during combat (25 points). 3
speaking with you. Only it wasn’t a dream.
•The character defeats a fiend or undead in
A recent betrayal led you to seek the
combat. (15 pts.)
•The character visits a temple and asks about company of animals and you desire to
4
their beliefs and traditions (10 pts). become one with them
You received refuge in a hidden community
5
where the Old Faith thrives
The persistent call of the spirits of nature
6
is becoming impossible to ignore
Through years of training in solitude, you
7
developed a deep bond with nature
Your birth during a natural disaster really
8
did mean you were destined to become a
druid
Your animal companion has secretly been
9
an archdruid in wild shape this whole
time.
Harnessing the power of nature is the
quickest way to overcome the Elemental
10
Evil

Playing a Druid
Druid/Fighter (Strategist).
Your knowledge of the land gives you a strategic
advantage in battle.
Higher Ground. You can use your knowledge
of your surroundings to gain advantage on one
attack, but the first attack roll made against you
before the beginning of your next turn also has
advantage. You must finish a short or long rest
before you can use this feature again.

14
Druid/Monk (Way of the Earth). Druid/Sorcerer (Earthtouched).
The time you have spent meditating in nature has Like your magical abilities, your connection to
allowed you to harness some of the wilderness's nature is a gift.
power. One with Nature. Regardless of your
Barkskin. You can cast the barkskin spell on sorcerous origin, it is not hard to convince others
yourself once without using a spell slot or any that you were chosen by nature to receive your
components. When using this feature, your AC powers. You have advantage on any Charisma
can only be 16 and you cannot benefit from any checks made to influence those who hold nature
other features that would increase your AC. You in high regard. However, you have disadvantage
must complete a long rest before you can use this on any Charisma checks made to influence those
feature again. who prefer the ever-expanding civilized world.

Druid/Paladin (Protector). Druid/Wizard (Elementalist).


Regardless of your oath, you interpret at least Because of your connection with nature, you have
part of it as a duty to protect nature. taken great interest in studying the elements and
Druid Sense. When using Divine Sense, you their planes.
can choose to detect any threats to nature or Elemental Knowledge. You have advantage
wildlife instead of the usual celestials, fiends, and on any Intelligence checks that relate to the
undead. You must finish a short rest before using elements or their corresponding damage types:
Divine Sense this way again. acid, cold, fire, lightning, poison, or thunder.
Because your study of the elements has
Druid/Ranger (Warden). distracted from your study of other matters, you
Your connection with nature is everything, that have disadvantage on any Intelligence checks that
much is obvious. While protecting nature is relate to the following damage types: bludgeoning,
important to you, you can also call on nature to force, piercing, psychic, radiant, or slashing.
protect you.
Earthshapper. When you are being pursued Druid/Warlock (Pactbeast).
by hostile creatures through your favored terrain, You use your beast forms to better serve your
you can expend a use of your Wild Shape feature patron, and they smile on that.
to cast the entangle spell. When cast this way, the Unnatural. When using your Wild Shape
spell duration is equal to that of your usual Wild feature, you can use your bonus action to call on
Shape and does not require concentration. The your patron for a blessing. When doing so you
effect also follows 20 feet behind you unless gain a +2 to your AC, but your beast form
stopped. Uses of Wild Shape expended in this way mutates into something obviously unnatural;
are not recovered during your next short rest. most common folk will not take kindly to this, and
will attempt to run you out of town–or worse.
Druid/Rogue (Skulker).
You have spent your life around nature, and have Earning Druid
learned the best ways to hide yourself in it. A character can be eligible to multiclass as a
Camouflage. You have advantage on Dexterity druid when they reach 100 points. Consider the
(Stealth) checks made in wilderness areas. following when rewarding points (instances can be
However, you have disadvantage on Dexterity repeated):
(Stealth) checks made in cities because of your •The character completes a mission for the
unfamiliarity with civilization. Emerald Enclave or another ally of the wilds (25
pts).
•The character demonstrates strong ties to nature
through their ideals, bonds, or flaws (15 pts).
•The character tries to ask an animal a question
(10 pts).
15
Fighter often find you brutish, giving you disadvantage on
Charisma (Persuasion) checks made to influence
Fighter Encounters them.
These encounters focus on the character
dedicating themselves to training with all manner Fighter/Rogue (Shadow Knight).
of weaponry and armor. You are adept at attacking from the shadows,
d10 Encounter striking hard and fast.
You find or inherit a powerful martial Silent Killer. Because of your training, you
1
weapon and wish to learn to use it. ignore disadvantage imposed on Dexterity
After magic failed to defend you from an (Stealth) checks by armor.
attack, you seek a more reliable defense
2
system Fighter/Sorcerer (Battlemage).
Holding a heavy crossbow brings a You have learned to combine your magical ability
3
flashback to your training as a soldier. and martial prowess to devastate the battlefield.
The trusty fighter of your party is gone now Martial Focus. You have learned a ritual that
4
and someone needs to fill their role allows you to channel your spells through your
A noble is holding a tournament to find the weapon. When you finish a long rest, you can
most talented fighter. You’ll train just to get touch one weapon that you are proficient with
5
a shot at the prize and that lacks the two-handed property. After
You turn your back on divine magic after doing so, that weapon acts as an arcane focus for
6
your god did not answer your prayers your sorcerer spells. This benefit lasts until you
A grizzled veteran in town admires your finish a long rest, or use this ability on another
7
grit and offers to show you the ropes weapon.
You desire to be the best at everything
8
drives you to master each weapon
To get revenge on a mage, you take up the
sword as an element of surprise in your
9
next duel.
A cursed weapon never leaves your side
10
and urges you to wield it in battle

Playing a Fighter
Fighter/Monk (Steady-hand).
Your combination of training allows you to attack
with the utmost precision.
Weapon Training. You gain one additional
monk weapon, which must be a melee weapon
and cannot have the two-handed or heavy
properties.

Fighter/Paladin (Divine Blade).


You are known as a resourceful fighter, relying
more on your skill than your divine magic.
Intimidating Aura. You have advantage on
Charisma (Intimidation) checks against those who
have heard of your reputation, or have seen you in
combat. However, other paladins of your oath

16
Fighter/Wizard (Controller).
Time spent studying magical tactics has made
Monk
you adept at controlling a fight. Monk Encounters
Picky. When casting a spell that has an area d10 Encounter
of affect, you can choose a number of friendly You spent time in a monastery as a child
1
creatures equal to your Intelligence modifier; but left before completing your training
these creatures are immune to effects and A hermit gives you understanding of the
2
damage of your spell. To use this ability, you must secrets of ki with a single touch
cast the spell at at least one level higher than While your party carouses, you spend all
normal, and do not gain any additional damage or 3 free time training to become a better
effects from casting the spell at a higher level. warrior
After you cast a spell this way, you must finish a Your god wishes for you to become more
short or long rest before doing so again. 4 self reliant
You fought alongside many monks recently
Fighter/Warlock (Pactblade). 5 and were amazed at their abilities
You have been hardened in battle for your patron, Attunement to a cursed weapon leads you
and it shows. 6 to rely on your body, the only weapon that
Unsettling Gaze. You have advantage on won't betray you
Charisma (Intimidation) checks made when you You feel the connection to your own ki
invoke the name of your patron. Making such 7 while petrified by an enemy
checks too often may cause townspeople to begin You infiltrated a monastery to steal an
to fear you, giving you disadvantage on any 8 ancient secret and ended up learning the
Charisma (Persuasion) checks to influence them. basics
You wish to learn the secrets of stunning
Earning Fighter 9 opponents with a single blow
A character can be eligible to multiclass as a Meditation saved you from madness in the
10 Underdark
fighter when they reach 100 points. Consider the
following when rewarding points (instances can be
Playing a Monk
repeated):
•The character has been reduced to 0 hit points Monk/Paladin (Holymind).
by damage from a weapon they are not proficient You have trained to smite enemies, even if your
with (25 pts). weapons are taken from you.
•The character attempts to perform during Fists of Righteous Fury. Any unarmed strike
combat (15 pts.) you make counts as a “melee weapon attack” for
•The character uses a weapon they are not the purposes of activating divine smite.
proficient with in combat (10 pts).
Monk/Ranger (Mindtracker).
You have learned to harness ki to overcome the
distractions of the wild.
Tracker’s Focus. You have trained your mind
to focus inward. If you fail a concentration check,
you may spend 1 ki point to reroll that result.
However, you have disadvantage on Wisdom
(Insight) checks for the next 5 minutes until you
reorient your focus.

17
Monk/Rogue (Darkmind). Earning Monk
You use monastic techniques to heighten your
A character can be eligible to multiclass as a
mundane skills.
monk when they reach 100 points. Consider the
Hidden Training. You may spend 2 ki to use
following when rewarding points (instances can be
your reaction to give yourself advantage on any
repeated):
skill check where you have Expertise in that skill.
•The character makes a critical hit with an
unarmed strike (25 pts).
Monk/Sorcerer (Mindmelter). •The character attempts to catch a ranged
You have learned meditation techniques to projectile. (15 pts).
enhance your innate magic. •The character chooses to meditate during a long
Ki-Empowered Casting. You may spend ki rest (10 pts).
points, instead of sorcery points, to regain spent
spell slots. Any ki points spent in this way are not
recovered during your next short rest.

Monk/Wizard (Iron Sage).


You have found a way to combine arcane book
learning and inner strength.
Mage-Armored Defense. As a bonus action,
you may spend 1 ki point to raise your AC to 13 +
your Dexterity modifier + your Wisdom modifier
for one minute if you have cast the spell mage
armor on yourself. This effect lasts for 1 minute,
at which point the spell mage armor ends early.
While this feature is active, you do not gain the
benefits from any other spell or class ability that
would increase your AC.

Monk/Warlock (Dual Soul).


You try to balance inner peace with service to an
extra-planar entity.
Monastic Tongue. You can tap into your
inner strength to become more charming. Any
time you make a Charisma check, you may
spend 1 ki point to reroll the die. You must use
this before the DM says whether your result
succeeds or fails, and must use the second
result.
Foul Disciple. Other followers of your
monastic order and your patron would
generally disapprove of your mix of life
choices. If they find out, you have
disadvantage on any Charisma checks to
influence them.

18
Paladin disadvantage on Charisma (Persuasion) checks to
convince them of your sincerity.
Paladin Encounters
These encounters focus on the character learning Paladin/Sorcerer (Oathborn).
to live out their convictions. You express innate magical ability through being
a divine warrior.
d10 Encounter
Mark of Magic. You have a mark of your
You pray to the gods to spare your dying
1 sorcerous heritage somewhere on your body that
friend on the battlefield. Divine healing
distinguishes you from anyone else with a similar
flows from your hands.
oath. You can decide how easy or difficult it is to
Revenge on those who unjustly wronged
2 hide the mark. You have advantage on Charisma
you consumes your thoughts
(Persuasion/Intimidation) checks with people who
You devote your services to your god in an
3 would be impressed or terrified when seeing the
intimate ceremony
mark. However, you have disadvantage on
You witness innocent lives suffer at the
4 Charisma checks with people who think it is
hands of the wicked and swear to never
blasphemous.
allow it again
After years as a front line warrior soldier,
5 Paladin/Wizard (Oath of Learning).
you hear a higher calling for your services
Your oath requires learning traditional book
For a heroic deed, you are asked to join an
6 magic.
elite rank of knights and protect the realm
Ritual Oath. You can cast a paladin spell as a
You learn you are in fact an aasimar and
7 ritual if that spell has the ritual tag and you have
wish to embrace your divine heritage.
the spell prepared.
Whispers from an unknown god as you
8 prepare your spells lead you research their
Paladin/Warlock (Double Oath).
teachings
You have sworn to follow your patron in many
A paladin known for pranks always joked
9 ways.
that you were their squire. Joke’s on you;
Sworn Agent. You agreed to publicly carry
they were serious.
forth the ethos of your otherworldly patron, acting
Your earliest dream to become a brave and
10 as a paladin in their name. You have advantage
mighty paladin never came true. It’s time
on Charisma checks to convince others that you
to fix that.
represent the interests of your patron, as long as
Playing a Paladin you are in good standing with your patron. You
Paladin/Ranger (Sworn Scout). have disadvantage on Charisma (Deception)
Your oath includes guiding people through checks to hide your connection to your patron.
nature.
Natural Sense. Any time you use Divine Earning Paladin
Sense, you detect any of your favored enemies A character can be eligible to multiclass as a
along with celestials, fiends, and undead. paladin when they reach 100 points. Consider the
following when rewarding points (instances can be
Paladin/Rogue (Clouded Oath). repeated):
You have trained in a wide range of skills to fulfill •The character reduces a creature to 0 hit points
your oath. while under the effects of an ally’s divine spell (25
Aura of Mystery. You have generated a points).
reputation that you are unlike other paladins who •The character demonstrates devotion to a deity
follow a similar oath or deity. If someone is aware or conviction through their ideals, bonds, or
of this, you have advantage on Charisma flaws. (15 pts.)
•A character protects an innocent NPC during
(Deception) checks to hide your future plans, but
combat (10 pts).

19
Ranger Ranger/Wizard (Druidic Student).
Your interests in nature have influenced you to
Ranger Encounters study more druidic magic and incorporate it into
These encounters focus on the character’s choice to your own spellcasting.
become a protector of the wilderness. Down to Earth. When in your favored terrain,
d10 Encounter spells you cast that deal acid or poison damage
You dedicate all focus on learning the ignore resistances.
1
weaknesses of a specific creature type that
has always bested you. Ranger/Warlock (Wilderness Worshiper).
You killed a noble in self defense and fled You see connections to your patron everywhere in
2 to the wilderness to avoid wrongful nature, and often feel the need to share them with
prosecution others.
After a raid, you wish to take a more Wild Ravings. You have advantage on
3 offensive approach to defending your Charisma (Persuasion) checks to convince others
homeland. that you represent your patron, and to show them
4 You desire to track a magical beast signs from your patron found in nature. You have
rumored to grant wishes disadvantage on Charisma (Deception) checks to
The Emerald Enclave values your service hide your connection to your patron.
5 and offers to train you to defend the
natural order Earning Ranger
Your weapon once belonged to a ranger.
A character can be eligible to multiclass as a ranger
6 You feel your connection to them growing
when they reach 100 points. Consider the following
stronger
when rewarding points (instances can be repeated):
7 You and a beast narrowly escaped death •The character spends 10 straight days navigating
together. It hasn’t left your side since. through the wilderness (25
The first time you encountered a dragon points).
8 was nearly your last. This time, you’ll be •The character
ready demonstrates having a
After getting lost in the Feywild for years favored enemy through
9 and learning to survive, you return. Three their ideals, bonds,
days later. or flaws. (15 pts.)
Your grandparent’s dying wish was for •The character
someone in the family to claim a legendary attempts to
10
tame a
hunting trophy.
wild
Playing a Ranger animal
(10 pts).
Ranger/Rogue (Survivalist).
Spending most of your time in the forest has
impacted your social skills.
Animal Whisperer. You have advantage on
Wisdom (Animal Handling) checks to influence
beasts, but suffer from disadvantage on Charisma
(Persuasion) checks to influence people.

Ranger/Sorcerer (Wildmage).
Your natural talent for magic has brought you
closer to nature.
Secrets of Nature. You can spend 1 sorcery point
to gain advantage on any Wisdom(Animal
Handling, Nature, or Survival) check.
20
Rogue Rogue/Warlock (Smooth Talker).
Your connection to your patron comes in handy
Rogue Encounters when attempting to pull a con.
These encounters focus on the character learning Silver Tongue. When making a Charisma
subtly and cunning in order to survive. (Persuasion or Deception) check to con someone,
you can ask your patron for assistance to gain
d10 Encounter
advantage. If you fail the check, the target knows
Your group’s last mission was a failure
1 you attempted to use magic to con them.
thanks to your poor stealth skills. Never
again.
Your faction needs you to go deep
Earning Rogue
2
undercover with a dangerous organization A character can be eligible to multiclass as a
A rogue recruited you for a heist and you rogue when they reach 100 points. Consider the
3 played the part perfectly. following when rewarding points (instances can be
Years of experience bringing criminals to repeated):
4 justice taught you to think like a thief •The character successfully steals something
A trickster somehow replaced all your coin worth 50 gp or more (25 points).
5 with fool’s gold. You’re obsessed with •A good aligned character makes a divisive
neutral or evil decision (15 pts.)
figuring out how.
•The character uses the Dodge, Dash, or Hide
You routinely watch a rogue in your party
6 action in combat (10 pts).
narrowly escape danger and beg them to
teach you
Your sworn rival has ascended to a
7 position of power. Now you’ll need a more
subtle approach to get your revenge.
To survive the tomb of an infamous lich,
8 you must train in avoiding danger.
Someone stole your family’s heirloom. You
9 need to steal it back
You’re wanted by authorities and bounty
10 hunters. Time for a new identity

Playing a Rogue
Rogue/Sorcerer (Subtle Mage).
You know how to hide your talents, and how to
use them without being caught.
Flick of the Wrist. You know the Subtle Spell
metamagic, regardless of your level. This doesn’t
count against the number of metamagic options
that you can learn.

Rogue/Wizard (Arcane Thief).


Thanks to your studies, you have picked up
some...unsavory tricks.
Street Smarts. When you make a Dexterity
(Sleight of Hand) check, or attempt to use your
thieves’ tools, you can use your Intelligence
modifier in place of Dexterity.

21
Sorcerer Sorcerer/Warlock (Bloodsworn).
You pledged your soul for magic beyond your
Sorcerer Encounters bloodline.
These encounters focus on the character learning Borrowed Blood. You can spend a sorcery
of their latent connection to magic. point to ask your patron for help convincing
others of a plan of action. You gain advantage on
d10 Encounter
a Charisma check, but your patron immediately
Tattoos that honor your family heritage
1 learns of your intentions.
begin to glow and feel warm to the touch
After an adventure to another plane of
2
existence, you can’t stop casting a cantrip
Earning Sorcerer
You study a spellbook for months and A character can be eligible to multiclass as a
3 finally cast your first spell! All your hair sorcerer when they reach 100 points. Consider
falls out. the following when rewarding points (instances
Every 13th child in your family is born can be repeated):
with draconic features. A relative, •The character has been reduced to 0 hit points
4 previously unknown to all, means you’re by damage from a spell (25 points).
actually that 13th child. •The character demonstrates strong ties to their
family history through their ideals, bonds, or
After lawfully turning an old hag over to
5 flaws. (15 pts.)
authorities, you are cursed with chaotic
•A lawful or neutral aligned character makes a
surges
chaotic decision (10 pts).
You dream of a goddess of magic offering
6 you her gift. You wake the instant you
accept.
Fighting alongside a dragon in an epic
7 battle, the dragon saves you from death
with a drop of its own blood in your mortal
wound.
You were killed in a lich’s lair. Months later,
8 you return with no memory of the incident.
The lullaby your mother sang to you each
9 night calls out incessantly, leading you into
the Feywild
You save the ship you’re on from certain
10 doom by willing the violent storm to cease.

Playing a Sorcerer
Sorcerer/Wizard (Spellmaster).
You have a penchant for all things arcane, thanks
to your innate connection to the weave.
Superior Recovery. When using your Arcane
Recovery feature, you can recover additional spell
slots. The spell slots can have a combined level
that is equal to or less than half your sorcerer
level (rounded up). After recovering additional
spell slots this way, the amount of spell slots you
can recover the next time you use arcane recovery
is halved.

22
Warlock disadvantage on any Charisma (Deception) checks
to hide how you know what you know if you
Warlock Encounters tapped in to your patron for forbidden lore.
These encounters focus on the character learning
subtly and cunning in order to survive. Earning Warlock
d10 Encounter A character can be eligible to multiclass as a
The noble’s coin purse you just lifted warlock when they reach 100 points. Consider the
1
contained a mysterious relic from a far following when rewarding points (instances can be
realm repeated):
Your obsession with having the largest •The character witnesses otherworldly power and
2 collection of spells in your spellbook leads attempts to communicate or reason with it, rather
you to a tome of forbidden knowledge than attacking it on sight (25 pts).
In a dreamlike romantic encounter with a •The character demonstrates feeling at odds with
3 fey royal, you somehow agreed to become their current source of power (divine magic,
their emissary. arcane studies, martial training, etc) through
After interrupting an infernal summoning their ideals, bonds, or flaws (15 pts).
4 by a cult, you secretly wish to harness that •The character has been reduced to 0 hit points
power for yourself by a critical hit (10 pts).
You barely remember your parents. So
5 when they reenter your life and ask for a
few small but weird favors, how can you
say no?
After being knocked out in a single blow,
6 you’ll do anything to become more
powerful. NOW.
A demigod of the deity you serve compels
7 you to accept an important special
mission
The next time you cast find familiar, an
8 exotic creature appears and speaks to you
in a disturbing voice
9 A perpetually cold blade recovered in a
dungeon seduces you into wielding it in
battle
Years of solitary meditation unlock the vast
10 amounts of unknown entities in the
multiverse

Playing a Warlock
Warlock/Wizard (Occultist).
You study all forms of the arcane, even forbidden
ones.
Forbidden Lore. You may borrow from your
patron’s vast well of knowledge, using your
Charisma modifier instead of Intelligence for any
check involving Arcana or Religion. However, if
someone asks what you are doing, the signs of
your occult knowledge are fairly obvious. You have

23
Wizard
Wizard Encounters
These encounters focus on the character learning
subtly and cunning in order to survive.
d10 Encounter
Attunement to a magical item gives you
1 insight into the fundamentals of arcane
knowledge
An ancient spell scroll from a dragon’s
2 hoard piques your curiosity
You realize the benefit of learning defensive
3
spells to prolong your life as an adventurer
Over ages travelling together, a wizard
4
companion teaches you the basics of
prestidigitation
Your body starts to ache from years of
5
martial training. You seek a new challenge
in training your mind
To escape a mad wizard’s tower, your logic
6
eventually unlocked an arcane riddle
The sage that sponsored your quests
7
mysteriously vanishes. Their spellbook may
hold a clue.
You would do anything to bring a loved one
8
back from the dead. Even study
necromancy
You have innate basic magic abilities, but
9
desire to harness the most powerful spells
ever cast
A magical creature you spared from
10
slaughter taught you the basics of magic.

Earning Wizard
A character can be eligible to multiclass as a
wizard when they reach 100 points. Consider the
following when rewarding points (instances can be
repeated):
•The character encounters a wizard in combat
and recovers their spellbook (25 pts).
•The character spends 10 straight days of
downtime dedicated to arcane studies (15 pts).
•The character finds a spell scroll and is not able
to activate it (10 pts).

24
Narrative Multiclassing
arrative multiclassing is used as a fun, Combat Placement

N interactive way to decide what second class


would best fit a character. When a player is
open to multiclassing, but hasn’t decided
which class would thematically best for their
character, this “quiz” can help them work with the
When in combat, where do you most often try to
position yourself?
•On the frontline, protecting my allies: fighter,
paladin.
•Straight for the biggest, baddest opponent:
DM to establish the best fit. barbarian, monk, ranger.
The DM may change any results they don’t feel •In range of all allies, ready to give support at a
fit the classes, this was our best attempt to moment’s notice: cleric, bard.
generalize the tactics of most classes based on •Behind my allies and attack from range: rogue,
their general features. If some answers don’t fit, warlock.
choose the closest one. You may also choose to •Looking for a strategic point to target the most
answer how the character desires to act, rather enemies with a single spell: sorcerer, wizard.
than how they currently act. •I find my way through the enemy’s frontline and
These questions purposely overlap, and the deal with several weaker opponents: druid.
point is to get an overall feel of how the character Retreat!
acts through enough questions or scenarios so If captured or forced to retreat, how do you try to
that the overlap in one or two areas doesn't escape?
matter. Tally the total number under each class. •DEATH BEFORE RETREAT!: barbarian.
The class with the higher number of answers is •I run away faster than the wind itself: monk.
what the character should multiclass in. If they •I cast a protective barrier between the threat and
truly are close in two, that's an even better reason the party: cleric, wizard.
for them to multiclass in one of those, and the •I attack whatever I can for as long as I can while
player should choose the best fit for their commanding the party to go on without me:
fighter, ranger.
character.
•I convince my captors to let us go through
Answer as your character: honeyed words or enchanting spells: bard,
The Fork in the Road warlock.
•I hide in safety and disappear into the shadows
When encountering a fork in the road (literal or
or as something else: rogue, druid.
metaphorical), how do you decide which way to
•I destroy whatever is in my way with a single
go?
powerful blast: paladin, sorcerer.
•Choose one and deal with the consequences:
barbarian, fighter. Pretty Please...
•Carefully consider every option and then choose How do you tend to get what you want?
the one they think is best: monk. •I manipulate someone else into giving it to me for
•Let the rest of the party choose, or tell the party free: bard, warlock.
to vote. Spend the whole time messing around •I take it when nobody's looking: rogue.
while the others make a decision: bard. •I have faith in my deity to provide it for me:
•Pray to my god for guidance and help: cleric, cleric, paladin.
paladin. •I venture into the wilderness and craft it myself:
•Ask the animals of the land for directions: druid, ranger.
druid, ranger. •I trade all my coin for it, because material wealth
•Scout ahead both ways to choose the best option: is meaningless: monk.
rogue. •I intimidate someone into giving it to me for the
•Cast a divination spell: wizard, sorcerer, best deal possible: barbarian, fighter, sorcerer.
warlock. •I study it for hours upon hours, or enchant
someone: wizard.

25
The Best Offense Anatomy 101
What is your primary source of offense? What part of a body would describe your primary
•My instincts: ranger, sorcerer. role in the party?
•My wit: bard. •The brains: wizard.
•My connection to a greater power: cleric, druid, •The muscle: barbarian, paladin.
warlock. •The shadow: rogue, monk.
•My training: fighter, monk, rogue, wizard. •The mouth: bard.
•My convictions: paladin. •The blood: fighter, sorcerer.
•My rage: barbarian. •The heart: cleric, druid.
•The eyes: ranger, warlock.
Attack!
How are you most likely to cause damage? Rest and Relaxation
•The heaviest weapon I can lift: barbarian, During downtime, what do you prefer to do?
paladin. •Craft a new piece of equipment: fighter, ranger.
•A ranged weapon: rogue, ranger. •Volunteer at a shelter for those living in squalor:
•Any weapon I can get my hands on: fighter. cleric, monk.
•My hands: monk. •Carousing out on the town: bard, sorcerer,
•A spell targeting one creature: bard, cleric, warlock.
druid, warlock. •Take on an odd job of manual labor: barbarian,
•A spell targeting as many creatures as possible: paladin.
sorcerer, wizard. •Spend time admiring my collection: druid,
wizard.
Armed and Dangerous
•Spend time admiring a noble’s collection: rogue.
What weapon do you (want to) carry?
•A heavy weapon passed down from generation to Road Trip
generation: barbarian. What kind of items do you most likely to pack for a
•A blade recovered in a dungeon: fighter, rogue. long journey?
•A beautifully-carved bow I crafted myself: •Hand carved wooden tools or instruments:
ranger. barbarian, druid.
•A one-handed melee weapon I’ll probably never •Practical survival equipment: fighter, ranger,
swing: bard, cleric, sorcerer, warlock. rogue.
•A simple wooden quarterstaff: druid, monk. •Enough rations for the entire party: cleric.
•A shiny two-handed or versatile weapon awarded •50 pounds of armor: paladin.
for an act of valor: paladin. •50 pounds of books: wizard.
•A spellbook: wizard. •Only the plain clothes my back: monk.
•Only the flamboyant clothes my backs: bard,
Role Call
sorcerer.
What is your primary role during combat?
•To offer magical support to my allies: bard, My Precious
cleric. What kind of items are you most protective of?
•To draw the aggression of the enemy away from •Items that have a connection to my ancestors:
my allies and onto myself: barbarian, fighter, barbarian, sorcerer.
paladin. •Items that bring me more power: bard, warlock,
•To take out enemies as quickly as possible: wizard.
rogue, monk. •Items that can be sold to the highest bidder:
•Blast the first thing that moves: sorcerer, rogue.
warlock. •Items that were vital to my training: fighter,
•Look for a tactical advantage and then execute monk, paladin.
the plan: druid, ranger, warlock. •Items that have a connection to nature: druid,
ranger.
•Items that can protect me and others: cleric.

26
Zero @#&%$ Given
How likely are you to start a verbal or physical
altercation?
•Verbal? No. Physical? No: cleric, druid, monk,
wizard.
•Verbal? No. Physical? Yes: barbarian, fighter,
ranger.
•Verbal? Yes. Physical? No: bard, sorcerer,
warlock.
•Verbal? Yes. Physical? Yes: paladin, rogue.

Need More...
What attribute do you value the most?
•Strength: fighter, paladin.
•Dexterity: monk, ranger, rogue.
•Constitution: barbarian.
•Intelligence: wizard.
•Wisdom: cleric, druid.
•Charisma: bard, sorcerer, warlock.

What Is It Good For?


If you were given magic, how would you use it?
•To cast the biggest spell imaginable: sorcerer,
wizard.
•To mess with people for my own financial gain or
amusement: bard, rogue, warlock.
•To manifest my inner wild animal: barbarian,
druid.
•To bolster my own weapon attacks: fighter,
paladin.
•To subdue my enemy into surrender: cleric,
monk, ranger.

27
Gestalt Characters
estalt characters were introduced as a high- •The characters are all graduates of a magic

G powered multiclassing variant in third


edition’s Unearthed Arcana. In its original
incarnation, a player chose two classes for
thier character and advanced both at each level.
In cases where the classes had overlapping class
school (gestalt wizards)
•The characters are all part of a particular
religious organization (gestalt clerics or paladins)
•The characters are all part of a thieves’ guild
(gestalt rogues)
features (such as hit dice), the character would Ultimately, though, gestalt characters are just
take the more advantageous of the two. fun to play. Adding a second set of class abilities
Otherwise, the character gained the class features emphasizes the heroism and uniqueness of the
from both. Thus, a third-level barbarian/wizard characters, and allows for some character
gestalt would, use a d12 to determine its concepts to be far more viable than they might be
maximum hit points and would have Rage and
otherwise. Gestalt characters are certainly not for
other barbarian class features of a third-level
every campaign, but—when used appropriately
barbarian and the Spellcasting and related
—they can be a key part of a great gaming
features of a 3rd level wizard.
experience.
In many ways, gestalt characters are a return
to how multiclassing worked in first and second
edition, where characters advanced in multiple
General Rules for Gestalt
classes at the same time. By default, however,
Characters
There are several rule considerations that must
gestalt characters, unlike those created through
be taken into account when using gestalt
early multiclassing, do not advance more slowly
characters.
than standard characters.
In this chapter, gestalt characters are updated
for fifth edition. In addition to the classic gestalt
Starting wealth and equipment
option which can result in very powerful Typically, a 1st-level character begins either with
characters, several other variations are presented belongings defined by its background and class
that allow for a variety of power levels, including or, as a variant rule, with an amount of gold
some that focus more on versatility than pure determined by its class. A starting gestalt
power. character can use a variation on either method.
In both cases, you receive the starting equipment
Why Gestalt? from your background. In addition, you may
There are a number of reasons why you might choose one of the following methods:
want to include gestalt characters in your game. •You select starting equipment from the items
One of the best reasons is to add versatility to listed in your two classes, with the restriction that
characters. This can be particularly helpful in a you may not choose more than one suit of armor,
three weapons, and one equipment pack.
game with only a few players. A two character
•You determine an amount of gold based on both
party consisting of a wizard and a fighter will have
of your classes, choosing the greater of the two
several gaps in their capabilities, but if that same
with which to purchase additional equipment.
party consists of a gestalt wizard/rogue and a
•If you start out with a single class and become a
gestalt fighter/cleric, they are capable of handling gestalt character after play begins, you must
a wider variety of situations. purchase any additional equipment in-game.
A campaign could also be built around a
concept that relies upon gestalt characters.
Consider the following:
•The characters are all members of a traveling
band or theater troupe (all PCs are gestalt bards)

28
Proficiencies Ability Score Improvements and
Most of your proficiencies are determined at 1st
Proficiency Bonus
level. With a few exceptions, gestalt characters do As a gestalt character, you determine your
not begin with significantly more proficiencies proficiency bonus based on your total character
than other characters, but you do have more level. Similarly, you gain ability score
flexibility in your proficiency options. As a gestalt improvements when you first reach levels 4, 8, 12,
character, you begin play with 16, and 19 in a single class. You do not gain these
•all of the weapon and armor proficiencies of both ability score improvements for each class
of your classes. separately. If a class feature, such as that of the
•a number of skill proficiencies equal to the fighter, grants an ability score improvement at a
higher of the two numbers granted to your different level, you gain that additional
classes. You may choose skills from the class lists improvement normally.
of both classes.
•Two saving throw proficiencies. These must both
Similar Class Features
be saving throws which at least one of your
classes is proficient with. One of them must be As a general rule, similar class features do not
Dexterity, Constitution, or Wisdom. The other stack. Channel Divinity, Extra Attack, and
must be Strength, Intelligence, or Charisma. Unarmored Defense work the same for gestalt
•All of the tool, musical instrument, vehicle, or characters as they do for multiclass characters.
other proficiencies of both classes. See the multiclass character rules in the Player’s
•Each time you gain a level, you may select a new Handbook for more details.
skill proficiency from either of your classes’ skill
lists, until you have a total number of skill Spellcasting
proficiencies equal to the sum of those granted by
your two classes. Spellcasting for gestalt characters works
differently than it does for normal multiclassed
Hit Dice characters. As with multiclassing, you determine
your spells known and spells prepared separately
You choose one of your two classes to determine
for each class. Similarly, when you cast a spell
your hit dice and maximum hit points based on
known or prepared via a particular class, you use
level. This does not stop you from gaining a class
your spellcasting ability for that class to cast it. To
feature from your other class that affects your
determine your spell slots, however, you add
maximum hit points. For instance, a gestalt
together the slots you get for each level of both
fighter/sorcerer could use a fighter’s d10 to
classes. If, however, you have spell slots of 6th
determine its hit dice while still benefiting from
level or greater from more than one class, you
the +1 per level granted by Draconic Resilience
may only use the slots you gain from one of those
through its Sorcerous Origin.
classes to cast spells of 6th level or greater. You
may still use those higher level spell slots you
Experience Points
gain from your other class to upcast spells of 5th
Gestalt characters advance as normal according level or less.
to the standard Experience Point table, though
you may wish to use milestone level advancement Pact Magic
instead.
If you have spell slots from both the Pact Magic
and Spellcasting class features, you need not
choose between them at the end of a rest. Instead,
you have access to all of these spell slots and they
can be used to cast any spells you know or have
prepared, regardless of the class you gain them
from.
29
Gestalt After First Level You begin play as a normal, single-classed
character and when you reach, for example, the
There are multiple ways to create gestalt
third tier (11th level) you gain a second class that
characters. If your game chooses a method other
is always 10 levels behind your first class.
than the classic gestalt character generation
Tiered gestalt is also an excellent choice for
method, you will not begin play as a gestalt
when you want to emphasize a significant turn
character. Instead, you will become one after play
that a campaign has taken, resulting in
begins. In this case, you do not gain full,
fundamental changes to the characters. For
immediate access to all the proficiencies of your
example:
second class. Instead, you initially gain •A war breaks out, and each character becomes a
proficiencies using the standard multiclassing gestalt character with a second, martial class.
rules. As you advance in level as a gestalt •The characters are put into a hopeless situation
character, however, you gain additional and each makes a pact with a powerful being to
proficiencies until you have all armor and weapon save their lives, becoming gestalt warlocks.
proficiencies of both your classes as well as a •The characters go undercover and take on new
number of skill proficiencies equal to the number identities, learning new skills along the way.
granted by all of your classes. For example, a Tiered gestalt characters should meet all the
character who begins play as a wizard has no normal requirements for multiclassing before they
armor proficiencies, proficiency in a small set of add their secondary class.
weapons, and two skill proficiencies. If that A variant on tiered gestalt is a hybrid method
character later becomes a gestalt wizard/rogue, that begins with a level of traditional
they immediately gain proficiency in light armor, multiclassing before proceeding as a gestalt
one skill from the rogue’s skill list, and thieves' character. For example, you might begin play as a
tools, as per the standard multiclassing rules. wizard and, after nine levels, multiclass as a
Each time they gain a level after that, they may wizard 9/rogue 1. After that point, you can
choose another proficiency until they have gained proceed to level equally in both classes, becoming
three more skill proficiencies for a total of six (two a gestalt wizard 10/rogue 2 when you gain your
from wizard and four from rogue), as well as eleventh character level. This variant is a good
proficiency in simple weapons, hand crossbows, choice if you want to emphasize the transition to
longswords, rapiers, and shortswords. include the second class. For campaigns that are
likely to reach 20th level, however, it should be
Types of Gestalt Characters used cautiously, if at all, as it does permit
characters to reach their capstone abilities in
Classic, “Full” Gestalt
their primary class.
The classic method for creating a gestalt character
allows you to begin with two classes which
advance equally as you gain levels. This method
follows all of the rules laid out above.

Tiered Gestalt
A tiered gestalt character starts out as a single
class. At some point during play, you acquire a
second class and begin progressing as a gestalt
character. In this variation, your first class will
always be a set number of levels ahead of your
second class. Typically, under this method of
creating gestalt characters, you gain a second
class when you enter a predetermined tier of play.

30
Low Power Gestalt Options Dual Archetype Characters
The above options all create characters that are If you want to allow single class characters to
significantly more powerful than standard. Even have two archetypes, a variant on the periodic
gaining the first-tier abilities of a second class gestalt option is an excellent way to do this. Under
when you are a third-tier character can be this variation, a character has a single class and
significant—consider the addition of fighter a primary and secondary subclass. The character
abilities such as Action Surge and armor and advances normally in their primary subclass and,
shield proficiency to the repertoire of a high level whenever they gain a standard ability score
wizard or sorcerer. Continuing to advance in both improvement, they gain the abilities of their
classes only multiplies that power boost. secondary subclass that are normally granted at
There are a few methods by which you can that level or below. For example, a cleric with the
limit the power of gestalt characters. One, which primary domain of life and the secondary domain
might seem like a good idea as building off of the of knowledge will gain the normal abilities of a
historical origins of gestalt characters in early Life Domain cleric at levels one and two. At 4th
multiclassing rules, is to reduce the level level, it will gain the corresponding abilities of a
advancement rate. Early multiclassing characters Knowledge Domain cleric as well.
split their experience points equally between their
multiple classes, advancing at roughly half the Balancing Gestalt
rate of other characters. While it can keep gestalt Characters
characters at a lower power level, slower When a player chooses their two classes for a
advancement, is more of a delaying tactic than a gestalt character, there are two general strategies
solution. they can take. First, they can attempt to create a
Because full gestalt characters have versatile gestalt character. This is a character
significantly more resources than normal whose classes cover each other’s gaps. For
characters, they can go farther between rests. As instance, a wizard/monk gains melee capabilities,
an optional rule, limit full gestalt characters to a mobility, a hit point boost, and some skills from
single short rest within a 12 hour period. being a monk that ameliorate the traditional
weaknesses of a wizard.
Periodic Gestalt Second, they can create a focused gestalt
If a character can be considered to have a primary character. Here, a wizard might choose sorcerer
and secondary class, a better way is to have the as their second class, giving them unmatched
character level as normal in their primary class magical capabilities with the spell choice of the
while only taking gestalt levels occasionally. In wizard and the full benefits of sorcery points.
this variation, a character gains a single level in Similarly, a ranger/rogue gestalt benefits from
their secondary class each time they gain a both the rogue’s sneak attack and the ranger’s
standard ability score improvement (at levels 4, 8, complementary array of combat options. Most
12, 16, and 19). Thus, a gestalt wizard/rogue combinations, of course, have both versatile and
under this method would advance as a single focused elements, and in some cases versatility
class wizard until 3rd level; at 4th level, the can, itself, increase focus. A cleric/rogue gains
character would be a gestalt wizard 4/rogue 1; at versatility from the rogue’s mobility, but this also
8th level, it would be a gestalt wizard 8/rogue 2; allows the character to be significantly more
etc. Like a tiered gestalt character, a periodic effective with touch spells, including cure
gestalt character should meet all the standard wounds. Similarly, a sorcerer/paladin looks like a
multiclassing requirements for their secondary very versatile option, but it also allows a character
class when they gain their first level in it. They to use divine smite with more—and higher level
can use their ability score improvement at 4th —spell slots than a paladin of similar level. In
level to meet this requirement. addition, the classes share synergy around a high
Charisma score, which allows for greater focus.
31
Because of the great variability in gestalt
Encounter Balancing
character building strategies, gestalt characters
When designing encounters for gestalt characters,
can have a wide range of power levels, often
it is important to have a rough idea of their
making them somewhat less balanced against
capabilities and limitations. Gestalt characters
each other than standard characters. Tiered and
typically have more resources and are more
periodic gestalt options typically suffer less from
versatile than non-gestalt characters, but having
this imbalance than full gestalt characters.
double the classes does not translate to having
If balancing gestalt characters against each
double the power level. Gestalt characters do not
other can be difficult, balancing gestalt characters
generally get more actions than normal
against non-gestalt characters, or even balancing
characters, nor do they have double the hit points
different sorts of gestalt characters against each
or armor class. As such, increasing the difficulty
other, should not be attempted. The sole exception
of encounters for gestalt characters without
to this is periodic gestalt and dual-archetype
making them overwhelmingly difficult is usually
characters, which advance at the same levels and
best done through increasing the number of
are close enough in power level that they can,
opponents rather than significantly increasing the
with caution, be used in the same campaign.
power of those opponents.
If you use an experience point budget for
encounters, multiply the normal budget for a
party of the characters’ level by 1.5 to find the
appropriate budget for a party of full gestalt
characters. Depending upon the specific
character builds involved, you may find that you
will need to adjust this slightly. In selecting
individual opponents to fill the budget, do not
exceed the normal challenge rating you would use
with characters of that level by more than one.
Even if you use an experience point budget for
encounters, you may wish to use milestone
advancement instead of advancement by
experience points with gestalt characters so that
you have a better feel for their capabilities and
can feel more comfortable planning for them.

32
Feature Swapping
ne of the most common issues people still swap out a feature for any of the above, they

O have with multiclassing is being locked


out of high level and capstone abilities.
Feature swapping addresses that
problem by asking you to choose a “base” class,
with the ability to swap features for those of
only level up when you take additional features
from that class. For example, if you choose to take
the rogue’s Sneak Attack ability one level and
later decide to also take Uncanny Dodge, your
sneak attack still only functions at 2nd level.
another class. While having a roleplay-based
reason for your multiclassing is still encouraged,
Swapping Progressive Features at
with feature swapping you no longer need to
1st Level
explain your newfound connection to a
monastery; you only need to explain how you If you would gain a progressive feature other than
gained your skills with martial arts. Spellcasting at 1st level, your DM may allow you
When multiclassing this way, the class you to swap it for another progressive feature. This
choose at 1st level becomes your base class. You allows you to customize your base class without
will always use the hit die, skill saves, and losing multiple features to multiclassing. For
proficiencies granted by this class. Whenever you example you could create a Wildshape-less druid,
level up, you can choose to replace a feature or a bard with the ability to destroy undead
granted by your base class with another feature of instead of inspire others. When you use feature
the same level or lower from another class. swapping this way, any features you would gain
Choosing to do so is reflected by your level in the later on that would improve the missing
same way as traditional multiclassing: for progressive feature are instead replaced with
example, if you are a 3rd-level fighter and choose features from the class of the new progressive
to swap your 4th-level feature for one from the feature. For example, if you swapped the druid's
rogue class, you would write your level as Fighter Wildshape for the barbarians Rage, you could
3/Rogue 1 regardless of the level of the feature swap Wildshape improvements for a primal path.
you took. Like traditional multiclassing, your When using feature swapping this way for
proficiency bonus is still based on the total of all progressive features, the progressive feature levels
of your class levels. Some features, like Rage and up as if it were part of your base class.
Spellcasting, are considered more powerful and
have additional rules when choosing to swap Spellcasting
another feature for them. When using feature swapping to multiclass, you
When you swap out a feature this way, you are can only take one version of the Spellcasting
essentially replacing the feature from your base feature. This does not apply to the warlock’s Pact
class and lose access to that feature. If you would Magic feature, however, which functions
gain no features or an ASI when you level up, you separately. Whenever you take a class’s
cannot choose a feature from another class using Spellcasting feature, that is considered your base
this method. If you would gain multiple features spellcasting class. Your base spellcasting class is
when you level up, you can swap only one always your base class if it grants you the
feature. spellcasting feature. If you have levels in multiple
spellcasting classes, your DM may rule that your
Progressive Abilities spellcasting feature continues to progress as
The following abilities are considered “progressive normal anytime you swap a feature with one from
abilities”: Rage, Bardic Inspiration, Destroy another spellcasting class.
Undead, Wildshape, Martial Arts, Sneak Attack,
Metamagic, and all Spellcasting. While you can

33
If you wish to learn spells from the spell list of Subclasses
another class, you can choose to swap a class
When using this method to swap subclass
feature for the following feat:
abilities, some additional requirements can be
Diverse Spellcasting met depending on the class. You can only choose
Prerequisites: the Spellcasting feature, and at least one subclass from each class to gain features
one level in another spellcasting class via feature from.
swapping) When multiclassing into or out of a class
Either through study or a divine blessing, you that chooses its subclass at 1st level, such as
have gained the following features: clerics and warlocks, you can swap for subclass
•Access to the spell list of any one spellcasting features at any time-provided that they still meet
class that you have multiclassed into the requirement of being a feature of your current
•Ability to prepare spells from any of your level or lower.
spellcasting classes, with a bonus to the number When multiclassing into a class that chooses
of spells that you can prepare which is equal to its subclass at a level other than 1st, you must
your modifier in the new class’s spellcasting have taken a number of features from that class
ability. These spells can be of any level that you equal to the level minus 1 in order to swap for
have spell slots for through your base spellcasting
subclass features. For example, if you are
class.
multiclassing into rogue, you must have taken at
least two other features from the rogue class
(represented as base class x/rogue 2) before you
can choose a subclass and begin taking subclass
features.
When multiclassing out of a class that
chooses its subclass at a level other than 1st into
another class that does the same, you must have
already chosen a subclass in your base class in
order to take subclass features from another
class. This applies even if you meet all other
requirements to take that subclass feature.

34
Modular Class Building
his system of modular class building was Action Surge or all the features of rogue to get

T designed with the intent to give the player


complete control over every single facet of
their character. Hit points, class features,
proficiencies, and ability score increases--nothing
is a given. The combinations are endless.
Expertise or Cunning Action. However, a player
who wants all the low level features of multiple
classes will find they can’t afford it unless they
sacrifice many higher level features.
All options should be subject to the player
We regret our inability to include the artificer being able to realistically role play their character
in this product. It was well underway before the obtaining said feature. Think about how a
release of the class, and we deemed it would be character could train in abilities to learn them,
too much work to include it. In this section in and work with players if the new abilities seem
particular, the class’s ability to attune to more illogical. A character suddenly realizing they have
than one item was a balancing nightmare. We magic in their blood at level 20 and taking
hope you'll forgive us--maybe you can find a sorcerer spellcasting is going to need a really good
solution! explanation! This is intended to provide more
versatile playing, but will likely lead to slightly
Philosophy over powered characters. However, all characters
As we were designing this system, we kept the are likely to be balanced with each other
following pros and cons in mind: depending on how they choose to build. This
Pros
method is meant for more experienced players
•Flexibility
and Dungeon Masters.
•Unique Builds
•Explore new combinations of mechanics
•Fix certain character concepts that don’t quite
Level Progression
work as written without multiclassing In this system, players level by whatever system
•Gives more options for classes with some the DM prefers. However, they do not use their
disappointing high level features without accumulated experience points to get new
abandoning the class capstone entirely features each level. Instead, each level gives them
•Requires more discussion with DM over long- a new amount of Feature Points (FP) to spend
term plans specifically on talents, feats, etc. All purchases
Cons must be made once you reach a new level, and no
•Greater potential for min/maxing new purchases can be made until reaching the
•Not good for new players subsequent level.
•Potentially complicated system To start level 1, characters receive 200 Feature
•Possible complications with party balance and
Points to spend on any of the options below.
roles
Anything they don't spend is carried over to their
•Requires more planning ahead and discussion
next level. Because some classes do not get their
with DM
core abilities at level 1 (a druid’s Wild Shape, for
Fifth edition front-loads some of the most
example) players may need to save up points from
powerful class abilities in the game in order to let
a previous level. Unless a class gets a large
players experience these core abilities before their
number of abilities at early levels that are great
campaign has a risk of folding. Many multiclass
throughout the game (we’re looking at you
characters take advantage of this principle to dip
paladin), costs are balanced so anyone using this
a toe in certain classes or subclasses, getting a
system to create a single class character can level
feature they really want and some other stuff.
up normally. Two classes with limited features at
Players and DMs using a point buy system do not
very high levels - Ranger and Warlock - end up
need to take multiple levels of fighter just to get
with FP left over at level 20.

35
If characters start above level 1, grant the total
amount of experience from all previous levels.
Players may buy any feature from any previous
While there are no actual “classes” in this
level as long as they meet the requirements (pre-
method, it is heavily inspired by skill
requisites, haven't bought it before, etc.).
progressions, trees, and focuses. Any feature
In this system, any feature based on a
with a digit after it requires the previous
character’s level in a particular class (like a
upgrade with the same name. Some features
fighter’s Second Wind) is replaced by their total
require additional prerequisites. You may not
level. These features are more powerful in a
purchase a feature more than once unless
“classless” system, so they are more costly than
otherwise noted. For example, Fighter Martial
they would be otherwise. DMs should pay careful
Archetypes can be purchased multiple times,
attention to subclass features tied to class level,
representing training in different
like a Fiend Pact warlock or Way of the Long
specializations.
Death monk’s ability to get temporary hit points.
In general, DMs should also pay attention to
subclasses that are particularly front-loaded. Level 1 (200 FP)
Some features are much more costly if
purchased in combination with others, such as
Hit Die Cost
•1d6: 0 FP (+6 hp)
Divine Smite and the spell slots of a full caster, to
•1d8: 20 FP (+8 hp)
limit min/maxing combinations.
•1d10: 40 FP (+10 hp)
•1d12: 60 FP (+12 hp)
Races
Saving Throws
Players should pick their race first when using
At level 1, a character must pick 1 commonly
this method. Any skill, ability score increase, feat,
used saving throw and 1 rarely used saving throw
or proficiency granted by their race choice does
to gain proficiency in. Higher levels may give a
not need to be purchased with FP.
character the chance to become proficient in
others, at a cost, but these initial ones are free.
Hit Die Common
Hit die, and the subsequent hit points they •Constitution
provide, are the only thing consistent through •Dexterity
every level in this system--a player must gain 1 •Wisdom
(and ONLY 1) hit die per level. Rare
A d6 hit die is always free, so a player can •Strength
•Charisma
choose to forgo spending much needed Feature
•Intelligence
Points for a level and end up a bit less tanky.
Higher tier hit die cost 10 FP per tier, as seen Ability scores
below. Under this system, it is strongly recommended to
A player may spend double the FP to use a system like point buy or standard array
guarantee that they get the full amount of hit where every player has the same options. Be wary
points out of the die they buy, otherwise they may of the power levels you may introduce to your
choose to take the average (rounded up) or even campaign if players roll for stats, unless you
roll the die they buy. The 1st hit die you buy (at already have experience with such a system .
level 1) is always full, but costs twice as much as
a consequence.

36
Proficiencies Weapons
When choosing a weapon proficiency you may
Proficiencies include armor, weapons, tools, skills,
take the free option in addition to any option buy.
and languages. A few of these are given for free.
Additional weapon proficiencies can be bought at
Others must be purchased. While no character
any level.
has to take proficiency in any of these, not having
•3 Simple Weapons (Free)
skills or weapons could be a serious hindrance to •3 Martial Weapons (10 FP)
a character. •All Simple Weapons (10 FP)
Armor •All Martial Weapons (20 FP)
Characters may buy proficiency in wearing armor
at 1st level, or any time they level up. Because Tools
learning to use Heavy armor after first level Tools are any tool, kit, or instrument for which
normally requires a feat or a cleric subclass, the character will have proficiency. Additional tool
anyone buying this feature after 1st level pays proficiencies besides what characters get from
double the normal cost. These costs are intended their backgrounds can be purchased for 10 FP.
to reflect time spent retraining, and the relative
viability of retraining in the standard Skills
multiclassing rules. Every character must have at least two skills with
•Light Armor Proficiency(10 FP) Includes which they are proficient. Additional skills can be
proficiency in all types of light armor. purchased at character creation with no limit.
•Medium Armor Proficiency (10 FP) Includes After character creation, only one new skill can be
proficiency in all types of medium armor. Requires purchased per level.
Light Armor Proficiency. •Any 2 Skills (FREE)
•Heavy Armor Proficiency (10 FP) Includes •Each Additional (15 FP)
proficiency in all types of heavy armor. Requires
Medium Armor Proficiency. Languages
•Shield Proficiency (10 FP) Includes proficiency Included in this section are special languages like
with shields. Druidic and Thieves' Cant. Other languages are
Unarmored Defense, while technically a class based on race or background, though your DM
feature, has been included here. Benefits can be may allow you to purchase those other languages.
used with a shield if you are proficient with them. •Each Language (5 FP)
You may only choose one kind of Unarmored - Druidic
Bonus, and may not change it in the future. - Thieves' Cant
Constitution and Wisdom, being the typical class-
based choices for this feature, do not cost extra, Equipment
while the other three will cost you additional FP The DM should use starting gold for players to
on top of what you've already spent. purchase all starting equipment. Alternatively,
•Unarmored Bonus (15 FP) choose one class and start with the item choices
- Dexterity + Constitution (FREE) from it (ex. start with the fighter’s, wizard’s, or
- Dexterity + Charisma (+10 FP) druid’s weapon choices, if you are proficient with
- Dexterity + Intelligence (+10 FP) them).
- Dexterity + Wisdom (FREE)
- Dexterity x 2 (+30 FP)

37
Features •Wisdom
- Nature: You follow the spell casting rules
A Character may pick any of the following
of the druid. There is no additional cost.
features, as long as they have enough FP to
- Clerical: In order to cast spells like a
spend. Some features, like Spellcasting, are
cleric, you must spend the extra FP to purchase
prerequisites for higher level features, or prevent
either a set of domain spells or other features for
you from buying certain other features.
the first level of a domain when you buy Full
Features cannot be removed or changed at
Spellcasting I.
higher levels, unless this is a normal part of the
- Divine Domain: Spells (30 FP)
feature as described in the Player’s Handbook
You gain the domain spells appropriate to
(such as warlock invocations). But any lower level
your deity, when you acquire the appropriate level
features can be bought at subsequent levels.
spell slots. You may purchase this feature multiple
times, assuming your cleric’s deity has multiple
Starting Feat (60 FP) domains of influence (most do).
You may select a starting feat for your character.
You may also purchase this ability if you follow the
You may not select this feature again past level 1.
spellcasting rules of a druid or bard, but only if you
This is in addition to any feat your race may
pay twice the normal cost and meet appropriate
grant.
roleplay requirements to show devotion to a
particular deity.
Full Spellcasting I (60 FP) - Divine Domain I: Features (30 FP)
Purchasing anything in a spellcasting tree gets
You gain the features appropriate to your
you additional spell slots and spells known (if
deity, following the features for first level clerics.
applicable).
These features are prerequisites for higher level
Full Spellcasting I grants you the benefits of a
domain features. You may buy this feature multiple
1st level spell caster. You have the spell slots of a
times, provided you meet the role play
first level caster (two 1st-level spell slots). The
requirements. Deities often have multiple domains,
path you choose will determine your other
but they may not appreciate clerics preaching the
spellcasting features, including your access to
glory of multiple deities!
spells and cantrips based on your purchases of
this path. Some paths may cost extra. •Charisma
Choose Your Path (Ability): If you wish to - Non-Origin: You follow the spellcasting
buy an additional full caster path later, you may rules of the bard. This rank of Full Spellcasting
purchase this feature again. Each path has only costs 50 FP, not 60.
separate sets of cantrips, spells known or - Sorcerous Origin I
prepared, and maximum level of spells from that You cast spells like a sorcerer, and gain the
tradition you can cast. You have access to the benefits of a tier 1 (level 1) sorcerous origin of your
spell list of any path you choose. choice. Purchasing higher levels grants you the
If you have multiple instances of full of half- benefits of a higher level sorcerous origin. You may
spellcasting, your caster level for determining buy this feature multiple times, gaining the tier 1
available spell slots is the sum of all the caster benefits of a different tradition each time.
levels you have from these features, and cannot
exceed your total level. Pact Spellcasting I (50 FP)
Purchasing this gains you the benefits of a 1st-
•Intelligence (+20 FP/level)
level Pact Caster (2 spells known, 2 cantrips, 1
- You follow the spell casting rules of the
1st-level spell slot). You follow the casting rules of
wizard. Each level of spellcasting costs more FP to
a warlock. Any progression in spell slots from this
account for the versatility of your spellbook and
feature are completely separate from the full or
ability to ritually cast spells without preparing
half spellcasting features.
them.

38
Extra Spellcasting Lay on Hands (50 FP)
You may choose to buy extra cantrips or spells You gain the Lay On Hands feature. For the
known, beyond those granted by your spellcasting purpose of this feature, your paladin level equals
feature: your total level.
•Extra Cantrip Known (10 FP each)
•Extra Spell Known (10 FP each) Favored Enemy I (30 FP)
You gain the Favored Enemy feature. Purchasing
Patron I (60 FP) higher levels allows additional Favored Enemy
Requires Pact Spellcasting I choices.
You gain the tier 1 (level 1) benefits of a patron
you choose. You may have only one patron. At Natural Explorer I (30 FP)
higher levels you may buy higher level patron You gain the Natural Explorer feature. Purchasing
benefits, but may not switch your patron. higher levels allows additional terrain choices.

Rage I (60 FP) Sneak Attack I (1d6) (50 FP)


You gain the Rage feature. Purchasing higher You gain the Sneak Attack feature using the 1d6.
levels of rage provides increased uses or damage. Purchasing higher levels increases your number
of dice.
Bardic Inspiration I (30 FP)
You gain the Bardic Inspiration feature using the Expertise I (50 FP)
d6. Purchasing higher levels of Bardic Inspiration You gain the Expertise feature.
increases the die used. Your ability for this
feature is Charisma. Arcane Recovery (70 FP)
Requires Int-based Full Spellcasting I
Fighting Style (60 FP) You gain the wizard's Arcane Recovery feature.
You gain a single Fighting Style. You may not For the purpose of this feature, your wizard level
choose the same one twice. If you are proficient in is equal to your character level.
all martial weapons, you only need to spend 40
FP for your first fighting style.
•Archery
•Defense
•Dueling
•Great Weapon Fighting
•Protection
•Two Weapon Fighting

Second Wind (50 FP)


You gain the Second Wind feature. For the
purpose of this feature, your fighter level equals
your overall level.

Martial Arts I (80 FP)


You gain the Martial Arts feature using the 1d4
damage die. Purchasing higher levels of Martial
Arts will increase your damage die.

Divine Sense (40 FP)


You gain the Divine Sense feature. The number of
times you can use this per long rest is based on
your Charisma.
39
Level 2 (100 FP) Danger Sense (35 FP)
You gain the Danger Sense feature. If you want to
Hit Die Cost purchase the Evasion feature later and do not
•1d6: 0 FP (roll or +4 hp)
have Rage I, you must pay an additional 35 FP for
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
that feature.
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Jack of All Trades (30 FP)
You gain the Jack of All Trades feature.
Full Spellcasting II (60 FP)
80 FP for Int-based, 50 FP for Cha-based without a
Song of Rest I (5 FP)
sorcerous origin
You gain the Song of Rest feature using a d6.
You gain an additional 1st-level spell slot (3 total).
Purchasing higher levels will increase the healing
Your spells known and cantrips are based on
die.
being 2nd level in your selected path.

Channel Divinity I (20 FP)


Pact Spellcasting II (50 FP)
Requires Divine Domain I, or Half-Caster Charisma
Your spells known increase to 3 and you gain an
I and Sacred Oath I
additional spell slot (2 total).
You gain a use of Channel Divinity. If you have
Divine Domain I, you gain the benefits of the
Half Spellcasting I (30 FP)
"Turn Undead" Channel Divinity. Specialized
Buying this grants you the benefits of a 1st tier
Channel Divinity options are purchased
half-caster. You have the spell slots of a 1st-level
separately with Divine Domain II or Sacred Oath
caster. You are able to buy cantrips only if your
I. Purchasing higher levels increases the number
spellcasting rules allow. You must choose which
of times you can use Channel Divinity.
half-caster path (ability modifier) you will follow.
•Charisma
- You follow the spellcasting rules of the
Divine Domain II (40 FP)
You gain the tier 2 (Level 2) benefits of a Divine
paladin.
Domain of your choice, provided you purchased
•Wisdom the tier 1 (Level 1) benefits of the same domain.
- You follow the spellcasting rules of the ranger. You may buy this feature multiple times, as long
If you wish to buy an additional half-caster path as you have the matching Divine Domain I. You
later, you may purchase this feature again. Each may not gain the benefits of your domain's
path has separate sets of cantrips, spells known Channel Divinity unless you have also purchased
or prepared, and maximum level of spells from Channel Divinity I.
that tradition you can cast.
If you have multiple instances of full of half Wild Shape I (50 FP)
spellcasting, your caster level for determining You gain the Wild Shape feature as though you
available spell slots is the sum of all the caster were a 2nd-level druid. Purchasing higher tiers
levels you have from these features, and cannot increases the capabilities of this feature (max CR,
exceed your total level. etc.) as though you were increasing your druid
level. For the purpose of this feature, your total
Reckless Attack (35 FP) level is used to determine the length of time you
You gain the Reckless Attack feature. For an can be transformed.
additional 15 FP, you may use this feature with a
Dexterity-based melee attack.

40
Druid Circle I (45 FP) Font of Magic I (70 FP)
Requires Nature Spellcasting I or Wild Shape I You gain the Font of Magic feature along with 2
You gain the benefits of a tier 1 (level 2) Druid sorcery points. Purchasing higher levels grants
Circle your choice. You gain any circle spells, if you increased sorcery points.
appropriate, when you acquire the appropriate
level spell slots. Purchasing higher tiers grants Eldritch Invocations I (60 FP)
you the benefits of a higher tier circle. You may You gain the Eldritch Invocations feature along
buy this feature multiple times, gaining the tier 1 with 2 known invocations. Purchasing higher
benefits of a different circle each time. For the levels increases your known invocations. You
purposes of the Circle of the Moon, your druid must have the prerequisites for any invocation,
level is equal to your total level. including the required pact, though the level
requirements refer to your total level for the
Action Surge I (80 FP) purposes of this feature. Unlike other features,
You gain the Action Surge feature. Purchasing you are free to change one invocation any time
higher tiers increases the number of times you you level up.
can use this feature. Double the cost of this
feature if you can cast as a Full Spellcaster, Pact Arcane Tradition I (60 FP)
Caster, or have Divine Smite. The Divination Arcane Tradition cannot be
purchased unless you have Int-based Full
Ki Points I (70 FP) Spellcasting II.
You gain the Ki feature, including the basic You gain the benefits of a tier 1 (2nd-level) Arcane
options for how to spend your ki. Purchasing Tradition of your choice. Purchasing higher tiers
higher levels increases your ki points and the grants you the benefits of a higher tier Arcane
abilities available to you. Tradition. You may buy this feature multiple
times, gaining the 2nd-level advantages of a
Unarmored Movement I (50 FP) different tradition each time.
You gain the Unarmored Movement feature,
increasing your movement speed by 10 feet under Level 3 (100 FP)
certain conditions. Purchasing higher levels
Hit Die Cost
increases your movement speed bonus and other •1d6: 0 FP (roll or +4 hp)
benefits. •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
Divine Smite (60 FP) •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Requires 1 spell slot
You gain the Divine Smite feature. Double the Full Spellcasting III (60 FP)
cost of this feature if you have Full Spellcasting. 80 FP for Int-based, 50 for charisma-based non-
Note that in practice, players will be unable to sorcerer.
buy every paladin ability at this stage. This is You gain the spell slots of a 3rd-level caster: an
necessary for balance over the long term. additional 1st-level spell slot (4 total) and two
2nd-level spell slots (2 total). Your spells known
Cunning Action (80 FP) and cantrips are based on being 3rd level on your
You gain the Cunning Action feature. Every selected path.
feature that increases your movement costs an
additional 20 FP. Half Spellcasting II (30 FP)
You gain an additional 1st-level spell slot (3 total).

41
Pact Spellcasting III (50 FP) Monastic Tradition (50 FP)
Your spells known increase to 4 and your spell Requires Ki Points I
slots increase to 2nd level. You gain the benefits of a tier 1 (level 3) Monastic
Tradition of your choice. Purchasing higher levels
Rage II (20 FP) grant you the benefits of a higher level monastic
You gain and additional use of Rage per long rest tradition. You may buy this feature multiple
(3 total). times, gaining the tier 1 (level 3) advantages of a
different monastic tradition each time. For any
Primal Path I (50 FP) feature that requires monk levels you use your
You gain the benefits of a tier 1 (level 3) Primal overall level instead.
Path of your choice. Purchasing higher tiers
grants you the benefits of a higher level primal Deflect Missile (30 FP)
path. You may buy this feature multiple times, Requires Ki Points II
gaining the tier 1 advantages of a different path You gain the Deflect Missile feature.
each time.
Divine Health (45 FP)
Bard College I (30 FP) You gain the Divine Health feature. If you have
Anyone purchasing the College of Lore must have Half-Casting (Charisma-based), this feature costs
Jack of All Trades, Bardic Inspiration I, or Full 20 FP instead.
Spellcasting I: charisma-based non-sorcerer to
avoid buying three skills at an artificial discount. Sacred Oath I (40 FP)
You gain the benefits of a tier 1 (level 3) Bardic You gain the benefits of a tier 1 (level 3) Sacred
College of your choice. Purchasing higher tiers Oath of your choice. Purchasing higher tiers
grants you the benefits of a higher tier bard grants you the benefits of a higher tier sacred
college. You may buy this feature multiple times, oath. You may buy this feature multiple times,
gaining the tier 1 advantages of a different college gaining the tier 1 (level 3) advantages of a
each time. different sacred oath each time. However, pay
close attention to whether the oaths present a
Martial Archetype I (50 FP) roleplay conflict.
You gain the benefits of a tier 1 (level 3) Martial
Archetype of your choice. Purchasing higher levels Ranger Archetype I (50 FP)
grants you the benefits of a higher level martial You gain the tier 1 (level 3) benefits of a Ranger
archetype. You may buy this feature multiple Archetype of your choice. Purchasing higher tiers
times, gaining the tier 1 advantages of a different grants you the benefits of a higher tier archetype.
martial archetype each time. You may buy this feature multiple times, gaining
Eldritch Knight. If you purchase the Eldritch the tier 1 (level 3) advantages of a different
Knight archetype, you gain the cantrips, spells archetype each time.
known, and spell slots of a 1/3 caster. You gain
your third 1st-level spell slot and fourth spell Primeval Awareness (20 FP)
known when purchasing one of the following: Requires Wisdom-based casting
Extra Attack, Uncanny Dodge, Fast Movement, You gain the Primeval Awareness feature.
Sneak Attack III (3d6). Instead of paying an
additional FP cost other fighter archetypes lack,
you get spells slightly slower.

Ki Points II (15 FP)


You gain an additional ki point (3 total).

42
Roguish Archetype (50 FP) Feat I (60 FP)
You gain the tier 1 (level 3) benefits of a Roguish You may pick one feat for which you are eligible.
Archetype of your choice. Purchasing higher levels You may only purchase this feature once.
grants you the benefits of a higher level
archetype. You may buy this feature multiple Full Spellcasting IV (30 FP)
times, gaining the lower level advantages of a 50 FP for Int-based
different tradition each time. You gain an additional 2nd-level spell slots (3
Arcane Trickster. If you purchase the Arcane total). Your spells known and cantrips are based
Trickster archetype, you gain the cantrips, spells on your selected path.
known, and spell slots of a 1/3 caster. You gain
your third 1st-level spell slot and fourth spell Pact Casting IV (30 FP)
known when purchasing one of the following: You know an additional cantrip (3 total) and spell
Extra Attack, Uncanny Dodge, Fast Movement, (5 total).
Sneak Attack III (3d6). You gain access to second
level spells when you purchase either Evasion, Wild Shape II (30 FP)
Sneak Attack IV (4d6), or Roguish Archetype II. Your wildshape can include CR ½ creatures and
may include a swim speed. For the purposes of
Sneak Attack II (2d6) (50 FP) Wild Shape, your druid level is now your total
Your Sneak Attack damage is increased to 2d6. level.

Font of Magic II (20 FP) Ki Points III (15 FP)


You gain an additional sorcery point (3 total). You gain an additional ki point (4 total).

Metamagic I (60 FP) Slow Fall (50 FP)


Requires Font of Magic I You gain the Slow Fall feature. For the purposes
You gain the Metamagic feature. Purchasing of this feature, your monk level is equal to your
higher levels increases your metamagic choices. total level. This feature only costs 10 points if you
have Ki Points III.
Pact Boon (40 FP)
Requires Patron I Font of Magic III (20 FP)
You gain the Pact Boon feature of your choice. You You gain an additional sorcery point (4 total).
may only take this option once and may not
change it. Level 5 (100 FP)
Hit Die Cost
Level 4 (100 FP) •1d6: 0 FP (roll or +4 hp)
Hit Die Cost •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
•1d6: 0 FP (roll or +4 hp) •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp) •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) Full Spellcasting V (60 FP)
80 FP for Int-based, 50 FP for charisma-based non-
Ability Score Increase I (30 FP) sorcerer
You may upgrade an ability score by 1, up to a You gain two 3rd-level spell slots (2 total). Your
maximum of 20. You can purchase this a spells known and cantrips are based on your
maximum of two times. selected path.

43
Half Spellcasting III (30 FP) Sneak Attack III (50 FP)
You gain an additional 1st-level spell slot (4 total) Your Sneak Attack dice increase to 3d6.
and two 2nd-level spell slots (2 total). Your spells
known and cantrips are based on your selected Uncanny Dodge (40 FP)
path. You gain the Uncanny Dodge feature.

Pact Casting V (50 FP) Font of Magic IV (20 FP)


You gain an additional spell known (5 total). Your You gain an additional sorcery point (5 total).
spell slots increase to 3rd level.
Eldritch Invocations II (20 FP)
Extra Attack I (60 FP) You may learn another Invocation (3 total).
When you purchase this, you may attack twice,
instead of once, whenever you take the attack Level 6 (100 FP)
action.
Hit Die Cost
•1d6: 0 FP (roll or +4 hp)
Fast Movement (60 FP) •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
You gain the Fast Movement feature. This feature •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
only costs 20 FP total if you have Rage I. •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)

Bardic Inspiration II (10 FP)


Your Bardic Inspiration die is increased to a d8.

Font of Inspiration (30 FP)


Requires Bardic Inspiration I
You gain the Font of Inspiration feature.

Destroy Undead I (20 FP)


Requires Channel Divinity I
When you purchase this ability, your Turn
Undead is upgraded to Destroy Undead against
undead of CR ½ or lower. Purchasing higher levels
increases the CR of the undead you can destroy.
DMs should advise players about whether
they plan on including low CR undead, as many
DMs (and published adventures) veer away from
weaker undead, outscaling this ability.

Martial Arts II (20 FP)


Your Martial Arts die increases to 1d6.

Ki Points IV (15 FP)


You gain an additional ki point (5 total).

Stunning Strikes (30 FP)


Requires Ki Points I
You gain the Stunning Strikes feature.

44
Off Level ASI (75 FP)
You may increase one ability score by 1 point. Channel Divinity II (30 FP)
This feature can only be purchased at this level, Requires Divine Domain II
and not more than twice. You are able to use your Channel Divinity feature
twice per short or long rest.
Off Level Feat (150 FP)
You may purchase a feat for which you are Domain Feature III (40 FP)
eligible. This feature can only be purchased at You gain the tier 3 (level 6) benefits of a Divine
this level, and not more than once. Domain of your choice, provided you purchased
the tier 2 (level 2) benefits of the same domain.
Full Spellcasting VI (30 FP) Purchasing higher tiers grants you the benefits of
50 FP for Int-based a higher level domain. You may buy this feature
You gain one 3rd-level spell slot (3 total). Your multiple times, as long as you have the matching
spells known and cantrips are based on your Divine Domain II.
selected path.
Druid Circle II (50 FP)
Pact Casting VI (30 FP) You gain the tier 2 (level 6) benefits of a Druid
You gain an additional spell known (7 total). Circle of your choice, provided you purchased the
tier 1 (level 2) benefits of the same circle.
Primal Path II (50 FP) Purchasing higher levels grants you the benefits
You gain the tier 2 (level 6) benefits of a Primal of a higher level circle. You may buy this feature
Path of your choice, provided you purchased the multiple times, as long as you have the matching
tier 1 (level 3) benefits of the same path. Druid Circle I.
Purchasing higher tiers grants you the benefits of
a higher tier primal path. You may buy this Ki V (15 FP)
feature multiple times, as long as you have the You gain an additional ki point (6 total).
matching Primal Path I.
Unarmored Movement II (20 FP)
Rage III (20 FP) Your movement speed increases by 5 feet to a
You gain an additional use of Rage per long rest (4 total increase of 15 feet.
total).
Ki Empowered Strikes (10 FP)
Counter Charm (10 FP) Requires Ki I, Martial Arts I
Requires Instrument Proficiency You gain the Ki-Empowered Strikes feature.
You gain the Counter Charm feature.
Monastic Tradition II (30 FP)
Bardic College II (50 FP) You gian the tier 2 (level 6) benefits of a Monastic
You gain the tier 2 (level 6) benefits of a Bardic Tradition of your choice, provided you purchased
College of your choice, provided you purchased the tier 1 (level 3) benefits of the same tradition.
the tier 1 (level 3) benefits of the same college. Purchasing higher levels grants you the benefits
Purchasing higher levels grants you the benefits of a higher level tradition. You may buy this
of a higher tier college. You may buy this feature feature multiple times, as long as you have the
multiple times, as long as you have the matching matching Monastic Tradition I.
Bardic College I. A Swords or Valor bard who
purchases Extra Attack I does not gain any Aura of Protection (50 FP)
benefits from this feature and does not need it to Requires Sacred Oath I
eventually gain tier 3 benefits. You gain the Aura of Protection feature.

45
Favored Enemy II (30 FP) Level 7 (100 FP)
You may choose a second favored enemy and
language. Hit Die Cost
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Natural Explorer II (25 FP)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
You may choose a second type of favored terrain.
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)

Expertise II (50 FP) Full Spellcasting VII (60 FP)


You may choose two additional skill proficiencies
80 FP for Int-based
in which you gain expertise.
You gain one 4th-level spell slot (4 total). Your
spells known and cantrips are based on your
Font of Magic V (20 FP) selected path.
You gain an additional sorcery point (6 total).

Pact Casting VII (60 FP)


Sorcerous Origin II (45 FP) You gain an additional spell known (8 total). Your
You gain the tier 2 (level 6) benefits of a Sorcerous
spell slots increase to 4th level.
Origin of your choice, provided you purchased the
tier 1 (level 1) benefits of the same origin.
Half Spellcasting IV (30 FP)
Purchasing higher tiers grants you the benefits of
You gain one 2nd-level spell slot (3 total).
a higher tier origin. You may buy this feature
multiple times, as long as you have the matching
Feral Instinct (60 FP)
Sorcerous Origin I.
Requires Rage I
You gain the Feral Instinct feature.
Patron Feature II (50 FP)
You gain the tier 2 (level 6) benefits of a patron of
Martial Archetype II (50 FP)
your choice, provided you purchased the tier 1
You gain the tier 2 (level 7) benefits of a Martial
benefits of the same patron. Purchasing higher
Archetype of your choice, provided you purchased
levels grants you the benefits of a higher level
the tier 1 (level 3) benefits of the same archetype.
patron benefits.
Purchasing higher levels grants you the benefits
of a higher level archetype. You may buy this
Arcane Tradition II (50 FP) feature multiple times, as long as you have the
You gain the tier 2 (level 6) benefits of an Arcane
matching Martial Archetype I.
Tradition of your choice, provided you purchased
Eldritch Knights have four 1st-level spell slots
the tier 1 (level 2) benefits of the same tradition.
and two 2nd-level spell slots. You learn a fifth
Purchasing higher tiers later grants you the
spell from this class. If you purchase one of
benefits of a higher tier tradition. You may buy
Indomitable or Brutal Critical before purchasing
this feature multiple times, as long as you have
Martial Archetype III, you can also learn an
the matching Arcane Tradition I.
additional spell.
A bladesinger who purchases Extra Attack I does
not gain any benefits from this feature and does
Ki Points VI (15 FP)
not need it to eventually gain tier 3 benefits.
You gain an additional ki point (7 total).

Evasion (80 FP)


You gain the Evasion feature.

Stillness of Mind (50 FP)


You gain the Stillness of Mind feature. This
feature only costs 10 FP if you have Ki Points V.
46
Sacred Oath II (60 FP) Full Spellcasting VIII (30 FP)
You gain the benefits of a tier 2 (level 7) Sacred 50 FP for Int-based
Oath of your choice, provided you purchased the You gain one 4th-level spell slot (2 total). Your
tier 1 (level 3) benefits of the same oath. spells known and cantrips are based on your
Purchasing higher tiers grant you the benefits of a selected path.
higher level oath. You may buy this feature
multiple times, as long as you have the matching Pact Magic VIII (30 FP)
Sacred Oath I. You gain an additional spell known (9 total).

Ranger Archetype II (50 FP) Destroy Undead II (10 FP)


You gain the benefits of a tier 2 (level 7) Ranger Purchasing this increases the undead you can
Archetype of your choice, provided you purchased destroy to CR 1 or lower.
the tier 1 (level 3) benefits of the same archetype.
Purchasing higher levels grants you the benefits Divine Domain IV (20 FP)
of a higher level archetype. You may buy this You gain the tier 4 (level 8) benefits of a Divine
feature multiple times, as long as you have the Domain of your choice, provided you purchased
matching Ranger Archetype I. the tier 3 (level 6) benefits of the same domain.
Purchasing higher tiers grants you the benefits of
Sneak Attack IV (50 FP) a higher level domain. You may buy this feature
Your Sneak Attack damage is increased to 4d6. multiple times, as long as you have the matching
Divine Domain III.
Font of Magic VI (20 FP)
You gain an additional sorcery point (7 total). Wild Shape III (50 FP)
Your Wildshape can include CR 1 creatures and
Eldritch Invocations III (20 FP) may include a fly speed.
You gain an additional Eldritch Invocation option
(4 total). Ki Points VII (15 FP)
You gain an additional ki point (8 total).
Level 8 (100 FP)
Land’s Stride (30 FP)
Hit Die Cost
You gain the Land’s Stride feature.
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp) Font of Magic VII (20 FP)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) You gain an additional sorcery point (8 total).

Ability Score Increase II (30 FP) Level 9 (100 FP)


You may increase one ability score by 1 point. If Hit Die Cost
you have not purchased an Ability Score Increase •1d6: 0 FP (roll or +4 hp)
before, you may purchase the Ability Score •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Increase I twice each before you purchase this •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
one. You cannot purchase this feature more than •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
twice.
Full Spellcasting IX (70 FP)
Feat II (60 FP) 90 FP for Int-based
You may purchase a feat for which you are You gain one 4th-level spell slot (3 total) and one
eligible. If your character does not yet have a feat, 5th-level spell slot (1 total). Your spells known
You may buy the Feat I feature first. You may not and cantrips are based on your selected path.
purchase this feature more than once.

47
Half Spellcasting V (35 FP) Font of Magic VII (20 FP)
You gain two 2nd-level spell slots (total 2). Your You gain an additional sorcery point (8 total).
spells known and cantrips are based on your
path. Level 10 (100 FP)
Hit Die Cost
Pact Casting IX (70 FP) •1d6: 0 FP (roll or +4 hp)
You gain an additional spell known (10 total). •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Your spell slots increase to 5th Level. •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Brutal Critical I (40 FP)
You roll one additional weapon damage die when Off Level ASI (75 FP)
determining the extra damage for a critical hit You may increase one ability score by 1 point.
with a melee attack. This feature can only be purchased at this level,
and not more than twice.
Rage IV (20 FP)
You add an additional point of rage damage (+3 Off Level Feat (150 FP)
total). You may purchase a feat for which you are
eligible. This feature can only be purchased at
Song of Rest II (10 FP) this level, and not more than once.
Your Song of Rest die increases to a d8.
Full Casting X (30 FP)
Indomitable I (80 FP) 50 FP for Int-based
You gain the Indomitable feature. Purchasing You gain one 5th-level spell slot (2 total). Your
higher tiers of this feature allows more uses per spells known and cantrips are based on your
long rest. selected path.

Ki Points VIII (15 FP) Pact Casting X (30 FP)


You gain an additional ki point (9 total). You gain an additional cantrip known (4 total).

Unarmored Movement III (40 FP) Primal Path III (60 FP)
You gain the ability to move along vertical You gain the tier 3 (level 10) benefits of a Primal
surfaces and across liquids on your turn without Path of your choice, provided you purchased the
falling during the move. tier 2 (level 6) benefits of the same path.
Purchasing higher tiers grants you the benefits of
Sneak Attack V (50 FP) a higher tier Primal Path. You may buy this
Your sneak attack damage is increased to 5d6. feature multiple times, as long as you have the
matching Primal Path II.
Roguish Archetype II (40 FP)
You gain the tier 2 (level 9) benefits of a Roguish Bardic Inspiration III (20 FP)
Archetype of your choice, provided you purchased Your Bardic Inspiration die increases to a d10.
the tier 1 (level 3) benefits of the same archetype.
Purchasing higher tiers later grants you the Magical Secrets I (30 FP)
benefits of a higher tier archetype. You may buy Requires Bardic College II
this feature multiple times, as long as you have You may choose two spells from any spell list, of a
the matching Roguish Archetype I. level which you can cast, to add to your spell list.
Arcane Tricksters gain an additional cantrip DMs may want to consider limiting this to casters
and spell known at level 10. They can get another using the bard list of spells.
spell known from this feature (for a total of 8)
when buying Reliable Talent.
48
Divine Intervention (50 FP) Hide in Plain Sight (40 FP)
You gain the Divine Intervention feature. For the You gain Hide in Plain Sight feature.
purpose of this feature, your cleric level equals
your total level. Font of Magic IX (20 FP)
You gain an additional sorcery point (10 total).
Druid Circle III (50 FP)
You gain the tier 3 (level 10) benefits of a Druid Metamagic II (50 FP)
Circle of your choice, provided you purchased the You gain a metamagic option (3 total).
tier 2 (level 6) benefits of the same circle.
Purchasing higher tiers grants you the benefits of Patron Feature III (60 FP)
a higher level circle. You may buy this feature You gain the tier 3 (level 10) benefits of a patron of
multiple times, as long as you have the matching your choice, provided you purchased the tier 2
Circle II. benefits of the same patron. Purchasing higher
levels grants you the benefits of a higher level
Martial Archetype III (60 FP) patron.
You gain the tier 3 (level 10) benefits of a Martial
Archetype of your choice, provided you purchased Arcane Tradition III (60 FP)
the tier 2 (level 7) benefits of the same archetype. You gain the tier 3 (level 10) benefits of an Arcane
Purchasing higher levels grants you the benefits Tradition of your choice, provided you purchased
of a higher level archetype. You may buy this the tier 2 (level 6) benefits of the same tradition.
feature multiple times, as long as you have the Purchasing higher levels grants you the benefits
matching Martial Archetype II. of a higher level origin. You may buy this feature
Eldritch Knights gain a third cantrip, three multiple times, as long as you have the matching
2nd-level spell slots, and have 7 spells known. Arcane Tradition II.
You gain an 8th spell known when purchasing a Bladesingers who purchased Extra Attack I do
third attack or 3rd-level spell slots. You gain an not only need Arcane Tradition I, instead of
additional spell known (9 total) and two 3rd-level duplicating a feature that doesn’t confer extra
spell slots when purchasing Indomitable II or benefits.
Martial Archetype IV.
Level 11 (100 FP)
Ki IX (15 FP) Hit Die Cost
You gain an additional ki point (10 total). •1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Unarmored Movement IV (20 FP) •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
Your Unarmored Movement speed increases by 5 •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
feet (20 ft. total).
Full Spellcasting XI (90 FP)
Purity of Body (120 FP) 110 FP for Int-based
If you have Ki Points I, this feature costs 60 FP You gain one 6th-level spell slot (1 total). Your
instead. spells known and cantrips are based on your
You are immune to disease and poison. selected path.

Aura of Courage (60 FP) Half Spellcasting VI (30 FP)


You gain the Aura of Courage feature. You gain one 3rd-level spell slot (3 total). Your
spells known and cantrips are based on your
Natural Explorer III (40 FP) selected path.
You may choose a second type of favored terrain.

49
Pact Casting XI (40 FP) Reliable Talent (45 FP)
You gain an additional spell known (11 total). You You gain the Reliable Talent feature.
gain an additional spell slot (3 total).
Font of Magic X (20 FP)
Relentless Rage (80 FP) You gain an additional sorcery point (11 total).
Requires Rage I
You gain the Relentless Rage feature. Mystic Arcanum I (50 FP)
Requires Pact Casting IX
Destroy Undead III (20 FP) You gain the Mystic Arcanum feature. Purchasing
Purchasing this feature increases the undead you higher levels of this feature allows you to choose
can destroy to CR 2 or lower. higher level spells.

Extra Attack II (120 FP) Level 12 (100 FP)


When you purchase this feature, you can attack
Hit Die Cost
three times, instead of twice, whenever you take •1d6: 0 FP (roll or +4 hp)
the Attack action on your turn. Purchasing higher •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
levels of this ability allows you to attack more. •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Martial Arts III (20 FP)
Your Martial Arts damage die increases to 1d8. Ability Score Increase III (30 FP)
You may increase one ability by 1 point. If you
Ki Points X (15 FP) have not purchased an Ability Score Increase
You gain an additional ki point (11 total). before, you may purchase the Ability Score
Increase I-II twice each before you purchase this
Monastic Tradition III (70 FP) one. You cannot purchase this feature more than
You gain the tier 3 (level 11) benefits of a Monastic twice.
Tradition of your choice, provided you purchased
the tier 2 (level 6) benefits of the same tradition.
Purchasing higher levels grants you the benefits
of a higher level tradition. You may buy this
feature multiple times, as long as you have the
matching Monastic Tradition II.

Divine Smite II (80 FP)


You gain the Improved Divine Smite feature.

Ranger Archetype III (70 FP)


You gain the benefits of a tier 3 (level 11) Ranger
Archetype of your choice, provided you purchased
the tier 2 (level 7) benefits of the same archetype.
Purchasing higher levels grants you the benefits
of a higher level archetype. You may buy this
feature multiple times, as long as you have the
matching Ranger Archetype II.

Sneak Attack VI (50 FP)


Your Sneak Attack damage increased to 6d6.

50
Feat III (60 FP) Indomitable II (60 FP)
You may purchase a feat for which you are You can use the Indomitable feature an additional
eligible. If your character does not yet have a feat, time between long rests (2 total).
You may buy the Feat I-II feature first. You may
not purchase this feature more than once. Ki Points XII (15 FP)
You gain an additional ki point (13 total).
Rage V (20 FP)
You can Rage an additional time per long rest (5 Tongue of the Sun and Moon (80 FP)
total). If you have Ki Points I the feature costs 40 FP
instead.
Ki Points XI (15 FP) You gain the Tongue of the Sun and Moon
You gain an additional ki point (12 total). feature.

Font of Magic XI (20 FP) Sneak Attack VII (50 FP)


You gain an additional sorcery point (12 total). Your Sneak Attack damage increases to 7d6.

Eldritch Invocation V (20 FP) Roguish Archetype III (60 FP)


You gain an additional eldritch invocation option You gain the tier 3 (level 13) benefits of a Roguish
(6 total). Archetype of your choice, provided you purchased
the tier 2 (level 9) benefits of the same archetype.
Level 13 (100 FP) Purchasing higher levels grants you the benefits
of a higher tier archetype. You may buy this
Hit Die Cost
feature multiple times, as long as you have the
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp) matching Roguish Archetype II.
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp) Arcane Tricksters gain access to two 3rd-
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) level spell slots and a total of 9 spells known, or
10 spells known upon hitting level 14. You gain
Full Spellcasting XII (100 FP) an additional 3rd-level spell slot by purchasing
120 FP for Int-based Slippery Mind and hitting level 16, or purchasing
You gain one 7th-level spell slot (1 total). Your Roguish Archetype IV.
spells known and cantrips are based on your
selected path. Font of Magic XII (20 FP)
You gain an additional sorcery point (13 total).
Half Spellcasting VII (50 FP)
You gain one 4th-level spell slot (1 total). Your Mystic Arcanum II (70 FP)
spells known and cantrips are based on your You may choose a 7th Level warlock spell for your
selected path. Mystic Arcanum feature.

Pact Casting XII (30 FP) Level 14 (100 FP)


You gain an additional spell known (12 total). Hit Die Cost
•1d6: 0 FP (roll or +4 hp)
Brutal Critical II (40 FP) •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
You can add an additional dice on critical melee •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
weapon strikes (2 total). •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)

Song of Rest III (10 FP) Off Level ASI (75 FP)
Your Song of Rest die becomes a d10. You may increase one ability score by 1 point.
This feature can only be purchased at this level,
and not more than twice.
51
Off Level Feat (150 FP)
You may purchase a feat for which you are Diamond Soul (120 FP)
eligible. This feature can only be purchased at Requires Ki I
this level, and not more than once. You gian the Diamond Soul feature.

Primal Path IV (90 FP) Cleansing Touch (80 FP)


You gain the tier 4 (level 14) benefits of a Primal You gain the Cleansing Touch feature. Charisma
Path of your choice, provided you purchased the is your ability for this feature.
tier 3 (level 10) benefits of the same path.
Purchasing higher levels grants you the benefits Favored Enemy III (40 FP)
of a higher tier primal path. You may buy this You may pick an additional enemy for your
feature multiple times, as long as you have the Favored Enemy feature.
matching Primal Path III.
Vanish (50 FP)
Magical Secrets II (30 FP) You gain the Vanish feature.
You may choose an additional 2 spells to add to
your spell list. Blindsense (50 FP)
You gain the Blindsense feature.
Bardic College III (50 FP)
You gain the tier 3 (level 14) benefits of a Bardic Font of Magic XIII (20 FP)
College of your choice, provided you purchased You gain an additional sorcery point (14 total).
the tier 2 (level 6) benefits of the same college. You
may also purchase this feature for the College of Sorcerous Origin III (80 FP)
Swords or Valor if you have only the tier 1 (level 3) You gain the tier 3 (level 14) benefits of a
benefits and the Extra Attack I feature, which Sorcerous Origin of your choice, provided you
confers the same benefits. You may buy this purchased the tier 2 (level 6) benefits of the same
feature multiple times, as long as you have the origin. Purchasing higher levels grants you the
prerequisites. benefits of a higher level origin. You may buy this
feature multiple times, as long as you have the
Destroy Undead IV (50 FP) matching Sorcerous Origin II.
Purchasing this feature increases the undead you
can destroy to CR 3 and lower. Patron Feature IV (80 FP)
You gain the tier 4 (level 14) benefits of a patron of
Druid Circle IV (80 FP) your choice, provided you purchased the tier 3
You gain the tier 4 (level 14) benefits of a Druid (level 10) benefits of the same patron. Purchasing
circle of your choice, provided you purchased the higher levels grants you the benefits of a higher
tier 3 (level 10) benefits of the same circle. level patron.
Purchasing higher levels grants you the benefits
of a higher level circle. You may buy this feature Arcane Tradition IV (80 FP)
multiple times, as long as you have the matching You gain the tier 4 (level 14) benefits of an Arcane
Druid Circle III. Tradition of your choice, provided you purchased
the tier 3 (level 10) benefits of the same tradition.
Ki XIII (15 FP) Purchasing higher levels grants you the benefits
You gain an additional ki point (14 total). of a higher level origin. You may buy this feature
multiple times, as long as you have the matching
Unarmored Movement V (30 FP) Arcane Tradition III.
Your unarmored movement speed increases by 5
feet (25 ft. total).

52
Level 15 (100 FP) Sacred Oath III (80 FP)
You gain the benefits of a tier 3 (level 14) Sacred
Hit Die Cost Oath of your choice, provided you purchased the
•1d6: 0 FP (roll or +4 hp)
tier 2 (level 7) benefits of the same oath.
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Purchasing higher levels grant you the benefits of
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
a higher level oath. You may buy this feature
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
multiple times, as long as you have the matching
Sacred Oath II.
Full Spellcasting XIII (100 FP)
120 FP for Int-based
Ranger Archetype IV (80 FP)
You gain one 8th-level spell slot (1 total). Your
You gain the benefits of a tier 4 (level 15) Ranger
spells known and cantrips are based on your
Archetype of your choice, provided you purchased
selected path.
the tier 3 (level 11) benefits of the same
archetype. Purchasing higher levels grants you
Half Casting VIII (30 FP)
the benefits of a higher level archetype. You may
You gain one 4th-level spell slot (2 total). Your
buy this feature multiple times, as long as you
spells known and cantrips are based on your
have the matching Ranger Archetype III.
selected path.

Sneak Attack VIII (50 FP)


Pact Casting XIII (50 FP)
Your Sneak Attack damage increases to 8d6.
You gain additional spell known (13 total).

Slippery Mind (60 FP)


Persistent Rage (75 FP)
You gain proficiency in Wisdom saving throws.
Requires Rage I
You gain the Persistent Rage feature.
Font of Magic XIV (20 FP)
You gain an additional sorcery point (15 total).
Bardic Inspiration IV (10 FP)
Your Bardic Inspiration die becomes a d12.
Mystic Arcanum III (70 FP)
You choose an 8th-level warlock spell for your
Martial Archetype IV (80 FP)
Mystic Arcanum feature.
You gain the tier 4 (level 15) benefits of a Martial
Archetype of your choice, provided you purchased
Eldritch Invocation VI (30 FP)
the tier 3 (level 10) benefits of the same archetype.
You gain an additional Eldritch Invocation option
Purchasing higher levels grants you the benefits
(7 total).
of a higher level archetype. You may buy this
feature multiple times, as long as you have the
matching Martial Archetype III.
Level 16 (100 FP)
Eldritch Knights gain 3rd-level spell slots, if Hit Die Cost
they have not already. They go up to 11 spells •1d6: 0 FP (roll or +4 hp)
known and gain an additional 3rd-level spell slot •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
when hitting level 16. •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Ki Points XIV (15 FP)
You gain an additional Ki point (15 total). ASI IV (30 FP)
You may increase one ability score by 1 point to a
Timeless Body (100 FP) maximum of 20. If you have not purchased an
If you have Ki Points I this feature costs 50 FP Ability Score Increase before, you may purchase
instead the Ability Score Increase I-III twice each before
You gain the Timeless Body feature of the monk. you purchase this one. You cannot purchase this
feature more than twice.
53
Feat IV (60 FP) Destroy Undead V (30 FP)
You may purchase a feat for which you are Purchasing this feature increases the undead you
eligible. If your character does not yet have a feat, can destroy to CR 4 and lower.
You may buy the Feat I-III feature first. You may
not purchase this feature more than once. Domain Feature V (50 FP)
You gain the tier 5 (level 17) benefits of a Divine
Rage VI (30 FP) Domain of your choice, provided you purchased
You gain an additional point of Rage damage (+4 the tier 4 (level 8) benefits of the same domain.
total). Purchasing higher levels grants you the benefits
of a higher level domain. You may buy this feature
Ki Points XV (15 FP) multiple times, as long as you have the matching
You gain an additional ki point (16 total). Divine Domain IV.

Font of Magic XV (20 FP) Action Surge II (60 FP)


You gain an additional sorcery point (16 total). You may use your Action Surge an additional time
per short or long rest (total 2).
Level 17 (100 FP)
Indomitable III (40 FP)
Hit Die Cost
You may use your Indomitable an additional time
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp) per long rest (total 3).
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) Martial Arts IV (30 FP)
Your Martial Arts damage die increases to a d10.
Full Spellcasting XIV (110 FP)
130 FP for Int-based Ki Points XVI (15 FP)
You gain one 9th-level spell slot (1 total). Your You gain an additional ki point (17 total).
spells known and cantrips are based on your
selected path. Monastic Tradition IV (60 FP)
You gian the tier 4 (level 18) benefits of a Monastic
Half Spellcasting IX (55 FP) Tradition of your choice, provided you purchased
You gain one 4th-level spell slot (3 total) and one the tier 3 (level 11) benefits of the same tradition.
5th-level spell slot (1 total). Your spells known Purchasing higher levels grants you the benefits
and cantrips are based on your selected path. of a higher level tradition. You may buy this
feature multiple times, as long as you have the
Pact Casting XIV (45 FP) matching Monastic Tradition III.
You gain an additional spell known (14 total).
Sneak Attack IX (50 FP)
Brutal Critical III (40 FP) Your Sneak Attack damage increases to 9d6.
You add an additional die to your critical melee
weapon hits (3 total). Roguish Archetype IV (90 FP)
You gain the tier 4 (level 17) benefits of a Roguish
Rage VII (10 FP) Archetype of your choice, provided you purchased
You can rage an additional time per long rest (6 the tier 3 (level 13) benefits of the same archetype.
total). Purchasing higher levels grants you the benefits
of a higher tier archetype. You may buy this
Song of Rest IV (10 FP) feature multiple times, as long as you have the
Your Song of Rest die becomes a d12. matching Roguish Archetype III.
Arcane Tricksters get access to a 4th-level
spell slot starting at level 19, and learn additional
spells at both level 19 and level 20.
54
Font of Magic XVI (20 FP) feature multiple times, as long as you have the
You gain an additional sorcery point (17 total). matching Martial Archetype IV.
Eldritch Knights get access to a 4th-level
Metamagic III (20 FP) spell slot starting at level 19, and learn additional
You gain an additional metamagic option (4 total). spells at both level 19 and level 20.

Mystic Arcanum IV (65 FP) Unarmored Movement VI (20 FP)


You choose a 9th-level warlock spell for your Your unarmored movement speed increases by 5
Mystic Arcanum feature. feet (30 feet total).

Level 18 (100 FP) Ki Points XVII (15 FP)


You gain an additional ki point (18 total).
Hit Die Cost
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Empty Body (85 FP)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp) Requires Ki points VII
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) You gain the Empty Body feature

Full Spellcasting XV (30 FP) Improved Auras (120 FP)


50 for Int-based Requires an Aura
You gain one 5th-level spell slot (3 total). Your Any aura you have purchased has its radius
spells known and cantrips are based on your increased to 30 ft.
selected path.
Feral Senses (80 FP)
Indomitable Might (30 FP) You gain the Feral Senses feature.
You gain the Indomitable Might feature.
Elusive (80 FP)
Magical Secrets III (60 FP) You gain the Elusive feature.
You may choose two additional spells to add to
your spell list. Font of Magic XVII (20 FP)
You gain an additional sorcery point (18 total).
Channel Divinity III (30 FP)
Purchasing this feature allows you to cast your Sorcerous Origin IV (35 FP)
Channel Divinity three times per rest. You gain the tier 4 (level 18) benefits of a
Sorcerous Origin of your choice, provided you
Timeless Body (10 FP) purchased the tier 3 (level 15) benefits of the
This feature costs 40 FP if you do not have same origin. Purchasing higher levels grants you
Druidic Circle I the benefits of a higher level origin. You may buy
You gain the Timeless Body feature of the druid. this feature multiple times, as long as you have
the matching Sorcerous Origin III.
Beast Spells (50 FP)
Requires Wildshape I and access to a spell slot Eldritch Invocation VII (30 FP)
You gain the Beast Spells feature. You gain an additional Eldritch Invocation option
(8 total).
Martial Archetype V (60 FP)
You gain the tier 5 (level 18) benefits of a Martial Spell Mastery (100 FP)
Archetype of your choice, provided you purchased You gain the Spell Mastery feature. For the
the tier 4 (level 5) benefits of the same archetype. purposes of this feature, your spell selection is
Purchasing higher levels grants you the benefits based on the spell list from the path you have
of a higher level archetype. You may buy this chosen.
55
Level 19 (100 FP) Level 20 (100 FP)
Hit Die Cost Hit Die Cost
•1d6: 0 FP (roll or +4 hp) •1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp) •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp) •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp) •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)

Ability Score Improvement IV (30 FP) Full Casting XVI (30 FP)
You may increase one ability score by 1 point to a 50 FP for Int-based
maximum of 20. If you have not purchased an You gain one 7th-level spell slot (2 total). Your
Ability Score Increase before, you may purchase spells known and cantrips are based on your
the Ability Score Increase I-III twice each before selected path.
you purchase this one. You cannot purchase this
feature more than twice. Primal Champion (130 FP)
You gain the Primal Champion feature.
Feat IV (60 FP)
You may purchase a feat for which you are Rage VIII (20 FP)
eligible. If your character does not yet have a feat, You can Rage an unlimited number of times per
You may buy the Feat I-IV feature first. You may long rest.
not purchase this feature more than once.
Superior Inspiration (60 FP)
Full Casting XVI (30 FP) Requires Bardic Inspiration I
50 FP for Int-based You gain the Superior Inspiration feature.
You gain one 6th-level spell slot (2 total). Your
spells known and cantrips are based on your Divine Intervention II (90 FP)
selected path. Purchasing this feature ensures that your Divine
Intervention always succeeds, without requiring a
Half Casting X (20 FP) roll.
You gain one 5th-level spell slot (2 total). Your
spells known and cantrips are based on your Archdruid (140 FP)
selected path. Requires Wildshape I
You can use your Wildshape an unlimited number
Pact Casting XV (20 FP) of times.
You gain an additional spell known (15 total).
Extra Attack III (120 FP)
Ki Points XVIII (15 FP) When you purchase this feature, you can attack
You gain an additional ki point (19 total). four times, instead of three, whenever you take
the Attack action on your turn.
Sneak Attack X (50 FP)
Your Sneak Attack damage increases to 10d6. Ki Points XIX (15 FP)
You gain an additional ki point (20 total).
Font of Magic XVIII (20 FP)
You gain an additional sorcery point (19 total). Perfect Self (90 FP)
Requires Ki Points III
You gain the Perfect Self feature.

56
Sacred Oath IV (90 FP)
You gain the benefits of a tier 4 (level 20) Sacred
Oath of your choice, provided you purchased the
tier 3 (level 14) benefits of the same oath.
Purchasing higher levels grant you the benefits of
a higher level oath. You may buy this feature
multiple times, as long as you have the matching
Sacred Oath III.

Foe Slayer (70 FP)


Requires Favored Enemy I
You gain the Foe Slayer feature.

Stroke of Luck (90 FP)


You gain the Stroke of Luck feature.

Font of Magic XIX (20 FP)


You gain an additional sorcery point (20 total).

Sorcerous Restoration (50 FP)


You gain the Sorcerous Restoration feature.

Eldritch Master (110 FP)


Requires Patron I, Pact Casting I
You gain the Eldritch Master feature.

Signature Spell (60 FP)


You gain the Signature Spell feature. For the
purposes of this feature, your spell selection is
based on the spell list from the path you have
chosen.

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