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Yaxly

5 Level (0/14000 XP for level-up) Noble Background Dragonborn Race / Species / Heritage Neutral Good Alignment
Barbarian | Totem Warrior
Level 4
Hit Dice: 3/4
1d12+1 Class 1
Sorcerer | Draconic Bloodline
Level 1
Hit Dice: 1/1
1d6+1 Class 3

STR
13
+1
DEX
15
+2
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
13
+1
41
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30/60/-
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Rage
Spellcasting ...
+4 Attack mod
CHA Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+1 Deception CHA
+3 History INT
+3 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
+4 Slay CHA
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Halberd +4 STR 1d10+1 Slashing
 Heavy, Reach, Two Handed, Range (10 ft)
Spear +4 STR 1d8+1 Piercing
 Thrown, Versatile, Range (20/60 ft)
Javelin (4) +4 STR 1d6+1 Piercing
 Simple, Range, Thrown (Range 30/120 ft)
Attacks

Spell Book

Race Features
Built For Stress
All saves against Exhaustion are made with Advantage and only the last two effects of Exhaustion effect you.

Bounce Back
Once per Long Rest and after taking damage, you can use your Reaction to take an number of Hit Points equal to the amount of damage you just took. These Hit Points last until the end of your next turn.

Bear Down
Once per Long Rest when you are reduced to 0 hit points but not killed outright, you can remain standing and conscious until the end of your Next Turn. Unless the damage you take surpasses your Hit Point total, every instance of damage will be a single Failed Death Saving Throw.

Cold/Fire Breath Weapon
You may use this as an Action. Choose between either a line attack (5 by 30ft ft ) or cone (15ft) per use. When you use your breath weapon, each creature in the area of the exhalation must make a Saving Throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus. A creature takes 2d6 Cold or Fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Furred Scales
You reduce every instance of Cold Damage by 50 points of damage and cold weather doesn't invoke exhaustion.

Weather Sensing Frills
You can sense the impending weather change in the air, up to 24 hours in advance.

Background Features
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Barbarian Class Features
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
  • Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
  • Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

  • Sorcerer Class Features
    Spellcasting
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
    Cantrips
    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots
    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

    Spells Known of 1st Level and Higher
    You know two 1st-level spells of your choice from the sorcerer spell list.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus
    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

    Sorcerous Origin
    Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Dragon Ancestor
    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    Gold Dragon | Fire
    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Features & Traits
    Fine Clothes

    Deck of Illusions

    Gaming Card Deck

    Fine Clothes

    Signent Ring

    Scroll of Pedigree

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 23, Platinum: 0 Money
    LANGUAGES
    Common - Dragonic - Elvish

    ARMOR
    Light - Medium - Shields

    WEAPONS
    Simple - Martial

    Languages & Proficiencies
    Interacting with people is always a struggle for me.

    Personality Traits
    I'll try to make people happy. As much as I can, at least.

    Ideals
    It's more important to be true to yourself than to be true to others.

    Bonds
    I often times do things without thinking.

    Flaws
    Backstory
    Yaxly is 20 years old. He comes from a family of nobles. All of his life he has been ridiculed by his mother for being a worthless heir to the throne. She died shortly after due to illness. She shot him with a gun when he was 15, a year before she died. A few years later, Yaxly got in trouble for getting into a bit of trouble with his friends, and got sent away as punishment.

    Personality
    Yaxly is pretty chill, but he gets worked up in the wrong situations very fast. He isn't overly nice, and he isn't overly rude. He does whatever the situation fits him.


    Pronouns
    Yaxly's pronouns are He/It

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e PHB

    Halberd

    Weapon

    Common

    Heavy, Reach, Two-Handed

    Heavy
    Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

    Reach
    This weapon adds 5 ft to your reach when you attack with it.

    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Martial Melee 1d10 Slashing 10 ft

    Cost: 20gp
    Weight: 6 lb

    DnD 5e PHB

    Spear

    Weapon

    Common

    Thrown, versatile

    Range
    A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Thrown
    If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
    Versatile
    This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Piercing 20/60 ft

    Cost: 1gp
    Weight: 3 lb

    DnD 5e PHB

    Javelin

    Weapon

    Common

    Thrown

    Range
    A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Thrown
    If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

    Type Damage Damage Range
    Simple Melee 1d6 Piercing 30/120 ft

    Cost: 5sp
    Weight: 2 lb

    PHB, page 151

    Explorer's Pack

    Adventuring Gear

    Common

    Includes:
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10gp
    Weight: 35lb

    The statblocks of your class features

    Barbarian

    For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.   You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
    Level Proficiency Bonus Features Rages Rage Damage
    1st +2 Rage, Unarmored Defense 2 +2
    2nd +2 Reckless Attack, Danger Sense 2 +2
    3rd +2 Primal Path, Primal Knowledge (Optional) 3 +2
    4th +2 Ability Score Improvement 3 +2
    5th +3 Extra Attack, Fast Movement 3 +2
    6th +3 Path Feature 4 +2
    7th +3 Feral Instinct, Instinctive Pounce (Optional) 4 +2
    8th +3 Ability Score Improvement 4 +2
    9th +4 Brutal Critical (1 die) 4 +3
    10th +4 Path Feature, Primal Knowledge (Optional) 4 +3
    11th +4 Relentless Rage 4 +3
    12th +4 Ability Score Improvement 5 +3
    13th +5 Brutal Critical (2 dice) 5 +3
    14th +5 Path Feature 5 +3
    15th +5 Persistent Rage 5 +3
    16th +5 Ability Score Improvement 5 +4
    17th +6 Brutal Critical (3 dice) 6 +4
    18th +6 Indomitable Might 6 +4
    19th +6 Ability Score Improvement 6 +4
    20th +6 Primal Champion Unlimited +4
    hit dice: 1d12
    hit points at 1st level: 12 + your Constitution modifier
    hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Strength, Constitution
    skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) A greataxe or (b) Any martial melee weapon

    • (a) Two handaxes or (b) Any simpIe weapon

    • An explorer's pack and four javelins
    spellcasting:
    class features:

    Rage

    In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:
    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    • You have resistance to bludgeoning, piercing, and slashing damage.
    If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

    Unarmored Defense

    While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.   You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

    Primal Knowledge (Optional)

    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

    Instinctive Pounce (Optional)

    At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.  

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
    subclass options:

    Primal Paths

    Nightfell - Path of the Unholy
    Their eyes are filled with the oblivion of darkness. When the battle is raging, they gasp with lust and laugh with fierce joy, emitting verses of inhuman creatures. Emptiness and terror surround them while the massacre takes place, consuming their very hearts. They call them Unholy Barbarians, and in their ranks are counted those rare wild warriors who do not fear the night, but welcome it into their soul.

    Many fear the Unholy, as their impulses of wrath are punctuated with madness, which makes them as unpredictable as they are unreliable. The heat of battle takes over in these warriors, blinding them to danger with the sacrilegious darkness that bloats their hearts and moves their arm.
    These characters draw strength and fervour from their own soul’s distress. The descent into the oblivion of madness awakens violent and obscure powers along with the insatiable desire to use them: a desire to which they often decide to succumb. Those who choose to follow this path of brutality and insanity will take strength from the approach of the end, and will weaponize the corruption of their spirit.

    Unholy Thirst

    At 3rd level, you learn to yield to the temptation of darkness, forgoing fragments of your soul in exchange for a promise of power that can only really be unleashed when pervaded by rage.
    At the beginning of each turn while in Rage, you may choose to lose a Soul Point: in doing so, the next Strengthbased attack with a melee weapon will deal 1d12 additional damage. If the attack is not enough to reduce the target to 0 Hit Points, you take 1d6 necrotic damage that cannot be resisted or reduced in any way.

    Blood of the Soul

    At 3rd level, you learn to draw power from the darkness instead of being swallowed by it. When you suffer an involuntary Soul Point loss, you can use your Reaction to gain 1d12 Temporary Hit Points and have Advantage on Saving Throws until the end of your next turn.

    On the Verge of Oblivion

    At 6th level, you begin to feel more comfortable on the verge of oblivion; one step away from seeing the darkness of your soul reunited with those of the Dark Mirror.
    While your Soul Point total is below your character level, you ignore the effects of the first five levels of Exhaustion (the sixth is fatal anyway).

    Dark Devourer

    At 10th level, you get nourishment from the essence of the dark creatures that die in your vicinity. If you were in Rage within 30 feet of an Undead, Fiend or an Aberration when it drops to 0 Hit Points, you regain an amount of Soul Points equal to the creature's challenge rating.

    Unholy Wrath

    At 14th level, your wrath permanently devours what remains of your soul: entering Rage involves a loss of Soul Points equal to your Constitution modifier, and you add your Constitution modifier to the damage inflicted with melee weapons as long as you are in Rage.
     
    Path of the Ancestral Guardian
    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.  

    Ancestral Protectors

    Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

    Spirit Shield

    Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

    Consult the Spirits

    At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

    Vengeful Ancestors

    At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
    Path of the Battlerager
    Known by many as the cracked hammer or the screaming idiot on the battlefield, they are warriors that care little for self-preservation and charge headlong into the most dangerous of foes regardless of the chances of success but when under disciplined leadership they make an effective force that fears nothing. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.  

    Battlerager Armor

    When you choose this path at 3rd level, you gain the ability to use Spiked Armor as a weapon.   While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.   Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.  

    Reckless Abandon

    Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.  

    Battlerager Charge

    Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.  

    Spiked Retribution

    Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.
    Path of the Beast
    Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.   Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.  

    Origin of the Beast

    1d4 Origin
    1 One of your parents is a lycanthrope, and you’ve inherited some of the curse.
    2 You are descended from a legendary druid, a fact manifested by your ability to partially change shape.
    3 A fey spirit gifted you with the ability to adopt different bestial aspects.
    4 An ancient animal spirit dwells within you, allowing you to walk this path.

    Form of the Beast

    When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
    • Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
    • Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
    • Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

    Bestial Soul

    The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
    • Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
    • Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

    Infectious Fury

    When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
    • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
    • Target takes 2d12 psychic damage.
    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Call the Hunt

    The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
    Path of the Berserker
    For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.  

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.  

    Mindless Rage

    Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.  

    Retaliation

    Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
    Path of the Storm Herald
    All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.   Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.  

    Storm Aura

    Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
    • Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
    • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
    • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

    Storm Soul

    At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
    • Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
    • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
    • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

    Shielding Storm

    At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.  

    Raging Storm

    At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
    • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
    • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
    • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
    Path of the Totem Warrior
    The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.   Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.  

    Spirit Seeker

    Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals Spells, but only as rituals.  

    Totem Spirit

    At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
    • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
    • Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
    • Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
    • Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
    • Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

    Aspect of the Beast

    At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
    • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
    • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
    • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
    • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
    • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).

    Spirit Walker

    At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.  

    Totemic Attunement

    At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
    • Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
    • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
    • Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
    • Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
    • Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
    Path of Wild Magic
    As folk of deep feeling, barbarians are especially susceptible to the wild influences of the world, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.  

    Magic Awareness

    At 3rd level, you can, as an action, open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Wild Surge

    Starting at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.   If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.  
    1d8 Effect
    1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
    2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

    Bolstering Magic

    At 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
    • For 10 minutes, the creature can roll 1d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    • Roll 1d3 . The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
    You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Unstable Backlash

    At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.  

    Controlled Surge

    At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
    Path of the Zealot
    Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.   A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.  

    Divine Fury

    Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
    • Necrotic. The extra damage you deal with Divine Fury is necrotic.
    • Radiant. The extra damage you deal with Divine Fury is radiant.

    Warrior of the Gods

    At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.  

    Fanatical Focus

    Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.  

    Zealous Presence

    At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.   Once you use this feature, you can’t use it again until you finish a long rest.  

    Rage beyond Death

    Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.   While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

    Sorcerer

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

    For the Sorcerer Spell list, press this link
    hit dice: 1d6
    hit points at 1st level: 6 + Constitution Modifier
    hit points at higher levels: 1d6 (or 4) + Constitution Modifier
    armor proficiencies: none
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: none
    saving throws: Constitution, Charisma
    skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
    starting equipment:
    you start with the following equipment, in addition to the equipment granted by your background:

    • (a) a light crossbow and 20 bolts or (b) any simple weapon

    • (a) a component pouch or (b) an arcane focus

    • (a) a dungeoneer's pack or (b) an explorer's pack

    • Two daggers


    spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

    Cantrips

    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell Attack Modifer = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.
    class features:
    The Sorcerer Spell Slots Per Level
    Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
    2 +2 2 Font of Magic 4 3 3 - - - - - - - -
    3 +2 3 Metamagic 4 4 4 2 - - - - - - -
    4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
    5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
    6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
    7 +3 7 - 5 8 4 3 3 1 - - - - -
    8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
    9 +4 9 - 5 10 4 3 3 3 1 - - - -
    10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
    11 +4 11 - 6 12 4 3 3 3 2 1 - - -
    12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
    13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
    14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
    15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
    16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
    17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
    18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
    19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
    20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

    Sorcerous Origin

      Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
    • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

      1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
      2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    Creating Spell Slots Chart
    Spell Slot per Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
    • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

    • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

      you can spend 1 sorcery point to make the range of the spell 30 feet.

    • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

      You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

    • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

    • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
      ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

    • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

    • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Sorcerous Versatility (Optional)

    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
    • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

    Magical Guidance (Optional)

    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
    subclass options:

    Sorcerous Origin

    Abberant Mind
    An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

    As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

    Psionic Spells

    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    Telepathic Speech

    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Psionic Sorcery

    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses

    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Revelation in Flesh

    • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
    • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
    • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
    • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
    • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


    Warping Implosion

    At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

    Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
    Clockwork Soul
    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

    Clockwork Magic

    You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
    In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

    Restore Balance

    Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Bastion of Law

    Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

    The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

    Trance of Order

    Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Cavalcade

    • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
    • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
    • Any damaged objects entirely in the cube are repaired instantly.
    • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
    Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
    Draconic Bloodline
    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

    You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
    Divine Soul
    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

    A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

    Divine Magic

    Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

    Once you use this feature, you can’t use it again until you finish a short or long rest.

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

    Angelic Form

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

    Once you use this feature, you can’t use it again until you finish a long rest.
    Shadow Magic
    ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

    The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

    Eyes of the Dark

    From 1st level, you have darkvision with a range of 120 feet.

    When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

    Strength of the Grave

    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of III Omen

    • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
    • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
    The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

    You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
    Storm Sorcery
    our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

    Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.

    If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

    If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.

    You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
    Wild Magic
    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

    Wild Magic Surge

    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

    Tides of Chaos

    Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
    Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

    Spell Bombardment

    Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn
    .
    Pyromancer
    Your innate magic manifests in fire. You are your fire, and your fire is you.

    Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

    HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

    Heart of Fire

    At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

    Fire in the Veins

    At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

    Pyromancer's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

    Fiery Soul

    At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
    Rune Child (Matthew Mercer, Unofficial Homebrew
    The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

    The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

    Essence Runes

    At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

    At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

    As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

    If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

    Glyphs of Aegis

    Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

    At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

    Sigilic Augmentation

    Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

    Manifest Inscriptions

    At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

    Runic Torrent

    Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

    Arcane Exemplar Form

    Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
    • You have a flying speed of 40 feet.
    • Your spell save DC is increased by 2.
    • You have resistance to damage from spells.
    • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Dragonborn

    ability score increase: +2 Con
    age: 15 - 95 Years
    Size: Medium
    speed: 30ft
    Languages: Draconic
    race features:
    Built For Stress: All saves against Exhaustion are made with Advantage and only the last two effects of Exhaustion effect you.   Bounce Back: Once per Long Rest and after taking damage, you can use your Reaction to take an number of Hit Points equal to the amount of damage you just took. These Hit Points last until the end of your next turn.   Bear Down: Once per Long Rest when you are reduced to 0 hit points but not killed outright, you can remain standing and conscious until the end of your Next Turn. Unless the damage you take surpasses your Hit Point total, every instance of damage will be a single Failed Death Saving Throw.
    "Powerful creatures, these scaled reptiles tend to be on the taller side, pushing 7ft. Their tails vary in length but are usually at least a few feet long. They have short snouts with mouths filled with sharp predator teeth. Their eyes are a solid color, sharing a shade with their scales. They have an arrogance about them that has them think much less of other races. However, being social creatures, they will "lower" themselves to other races just to be apart of a group."

    Dragonborn (White Scaled)

    ability score increase: +1 Con
    age: 15 - 95 Years
    Size: Medium
    speed: 30ft
    Languages: Draconic
    parent race: Dragonborn
    race features:
    Cold/Fire Breath Weapon: You may use this as an Action. Choose between either a line attack (5 by 30ft ft ) or cone (15ft) per use. When you use your breath weapon, each creature in the area of the exhalation must make a Saving Throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus. A creature takes 2d6 Cold or Fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   Furred Scales: You reduce every instance of Cold Damage by 50 points of damage and cold weather doesn't invoke exhaustion.   Weather Sensing Frills: You can sense the impending weather change in the air, up to 24 hours in advance.
    "They are unusual compared to the rest of dragonborn. They are extremely harsh in terms of social interactions. Being brutal and straight to the point in their interactions. Their scales are unusual as they are covered in fur that help them from being affected by the cold."

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Player's Handbook (Woc)

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Available for: Wizard, Sorcerer

    SRD

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: instantaneous
    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    Duration: 1 minute
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: Two loadstones, or focus
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    Player's Handbook (Woc)

    Burning Hands

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15 ft cone)
    Components: Verbal, Somatic
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 ft cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Wizard, Sorcerer

    SRD

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A pinch of soot and salt, or focus
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Available for: Bard, Sorcerer, Warlock, Wizard

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