DND Helper Stuff

Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws
against magic.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with
Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits,
moles, woodpeckers, and other creatures as beloved pets.

City Secrets. You know the secret patterns and flow to cities and can find passages through the
urban sprawl that others would miss. When you are not in combat, you (and companions you lead)
can travel between any two locations in the city twice as fast as your speed would normally allow.

Expertise. Choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this
benefit.

Sneak Attack. You know how to strike subtly and exploit a foe's distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the following
table:

Rogue 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
Level

Extra 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6
Damage

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon,
and code that allows you to hide messages in seemingly normal conversation. Only another creature
that knows thieves' cant understands such messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is
nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on
the run.
Draconic Ancestry. You have draconic ancestry, from Black Dragons. Your breath weapon and
damage resistance are determined by the dragon type.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry
determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in a 5 by 30 ft. line must make a dexterity saving
throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A
creature takes 2d6 Acid 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.

Damage Resistance. You have resistance to Acid damage.

City Secrets. You know the secret patterns and flow to cities and can find passages through the
urban sprawl that others would miss. When you are not in combat, you (and companions you lead)
can travel between any two locations in the city twice as fast as your speed would normally allow.

Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 +
your Dexterity modifier + your Wisdom modifier.

Martial Arts. Your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the
two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't
wearing armor or wielding a shield.
● You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed
strikes and monk weapons.
● You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This
die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
● When you use the Attack action with an unarmed strike or a monk weapon on your turn, you
can make one unarmed strike as a bonus action. For example, if you take the Attack action
and attack with a quarterstaff, you can also make an unarmed strike as a bonus action,
assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club
that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter,
straighter blade (called a kama).
Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark
and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put
you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4
hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream
after a fashion; such dreams are actually mental exercises that have become reflexive through years
of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of
sleep.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct
sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie
fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you
reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability
to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

False Identity. You have created a second identity that includes documentation, established
acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge
documents including official papers and personal letters, as long as you have seen an example of the
kind of document or the handwriting you are trying to copy.

Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and
your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this
benefit.

Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the following
table:

Rogue 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
Level

Extra 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6
Damage
Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon,
and code that allows you to hide messages in seemingly normal conversation. Only another creature
that knows thieves' cant understands such messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is
nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on
the run.
False Identity. You have created a second identity that includes documentation, established
acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge
documents including official papers and personal letters, as long as you have seen an example of the
kind of document or the handwriting you are trying to copy.

Spellcasting. As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general
rules of spellcasting and chapter 11 for a selection of cleric spells.

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

Preparing and Casting Spells


The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher.
To cast one of these 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level
(minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a
Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or
2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric
spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on
your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your
devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Domain Spells
Trickery domain has a list of spells that you gain at the cleric levels noted in the table below. Once you
gain a domain spell, you always have it prepared, and it doesn't count against the number of spells
you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric
spell for you.
Trickery Domain Spells

Cleric Level Domain Spells

1st charm person, disguise self

3rd mirror image, pass without trace

5th blink, dispel magic

7th dimension door, polymorph

9th dominate person, modify memory

Blessing of the Trickster. You can use your action to touch a willing creature other than yourself to
give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this
feature again.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws
against magic.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with
Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits,
moles, woodpeckers, and other creatures as beloved pets.

Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network
of other criminals. You know how to get messages to and from your contact, even over great
distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors
who can deliver messages for you.

Spellcasting. Drawing on the divine essence of nature itself, you can cast spells to shape that
essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid
spell list.

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

Preparing and Casting Spells


The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher.
To cast one of these druid 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.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list.
When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level
(minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a
Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or
2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of
druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each
spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion
and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.

You might also like