Inept Wizard

Zodiac

This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

As the final step of character creation, roll 1d12 to determine your character’s Zodiac sign. The sign is the constellation she was born under, a mark of fate that no mortal can choose or change.

A Zodiac sign is always rolled. It is never selected by the player. The sign grants the bonus listed for it on the Zodiac Signs table, and that bonus is held for life.

Zodiac Signs
Roll (d12) Sign Bonus
1 Draconus +2 Resistance Points against Fire damage
2 Gryphus +1 Skill Rank in Perception
3 Centaurus The Strength requirement for wielding a bow is lowered by 2
4 Phoenicea Rolling a 1 on a Death Saving Throw counts as a single failure, not two
5 Hydrus +1 Hit Point maximum
6 Sphinga +1 to Dexterity (Sleight of Hand) checks made to unlock or disarm a chest or other container
7 Minotaurus +1 Armour Class
8 Cerberus If combat begins while you are asleep, you wake and rise to your feet as a Reaction
9 Satyrus +1 Skill Rank in Performance
10 Chimaera Once per Long Rest, reroll one ability check and take either result
11 Basiliscus +3 to saving throws made against the Petrified condition
12 Pegasus +5 ft. Speed

Races

Dwarf

Ability Scores: Constitution +1; Luck +1; Dexterity −2
Creature Type: Humanoid
Size: Medium
Speed: 20 feet

Crafty. Choose two tools from the Artisan’s Tool list. You have a Knack for them.

Darkvision. You have Darkvision with a range of 60 feet.

Dwarven Resilience. You have +5 Resistance Points against Poison damage. You also have Advantage on saving throws you make to avoid or end the Drunk condition.

Greed. You have a Knack for the Haggle skill and a +2 racial bonus on Haggle checks.

Stability. While standing on solid ground, you have Advantage on saving throws and ability checks made to resist gaining the Prone condition or being moved against your will.

Weapon Training. You have a Knack for Maces.

Dwarf Random Starting Ages
Adulthood Simple Moderate Complex
40 years +3d6 +5d6 +7d6
Dwarf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
125 years 188 years 250 years +2d100 years

1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.

Dwarf Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Male 4’ 1” 120 lb. +2d4 × (2d6) lb.
Female 3’ 9” 100 lb. +2d4 × (2d6) lb.

Elf

Ability Scores: Wisdom +1; Strength −1
Creature Type: Humanoid
Size: Medium
Speed: 30 feet

Elven Archetype. You are part of an archetype that grants you supernatural abilities. Choose an archetype from the Elven archetypes table.

Elven Archetypes
Archetype Skill Knacks Weapon, Armour, and Tool Knacks Ability
Black Elf Animal Handling, Haggle Daggers, Light Armour, Musical Instruments You are an innate fortune teller and sense danger before it arrives. Thrice per Long Rest, when you roll Initiative, you can roll a d6 and choose yourself or a visible ally to add that number to that creature’s Initiative. You decide before seeing the Initiative rolls.
Dark Elf Intimidation, Stealth Daggers, Poisoner’s Kit, Weaver’s Tools You have Darkvision with a range of 120 feet. In direct sunlight, you have Disadvantage on Wisdom (Perception) checks that rely on sight.
High Elf Arcana, History Swords, Shields, Calligrapher’s Supplies You know one 1st-level spell of your choice from an Elemental school. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for it; if you have no Skill Rank in that school, it counts as 1 for this spell. Once per Long Rest you can cast that spell without expending Spell Points or Material components.
Meadow Elf Nature, Medicine Herbalism Kit, Painter’s Supplies, Musical Instruments When you complete a Long Rest in the wilderness under the open sky, you gain 2d4 + 2 Temporary Hit Points. You can move through nonmagical difficult terrain created by nature (tall grass, mud, ice, and the like) as through normal terrain.
Sea Elf Athletics, Survival Spears, Light Armour, Navigator’s Tools You have a Swim Speed of 30 feet, and you can breathe underwater.
Wood Elf Nature, Survival Bows, Spears, Woodcarver’s Tools Your Speed increases to 35 feet.

Low-Light Vision. You have Low-Light Vision.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elf Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Elf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +2d100 years

1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.

Elf Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Male 4’ 4” 80 lb. +2d6 × (1d6) lb.
Female 4’ 4” 75 lb. +2d6 × (1d6) lb.

Gnome

Ability Scores: Luck +2; Strength −1; Constitution −1
Creature Type: Humanoid
Size: Small
Speed: 20 feet

Crafty. Choose two tools from the Artisan’s Tool list. You have a Knack for them.

Low-Light Vision. You have Low-Light Vision.

Stealthy. You have a Knack for the Stealth skill and a +1 racial bonus on Stealth checks.

Unclouded Wits. You have +5 Resistance Points against Psychic damage. You have a +1 racial bonus to your Skill Rank in Mind magic, and a +1 racial bonus on Investigation checks made to discern magical illusions.

Gnome Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +9d6
Gnome Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 150 years 200 years +3d100 years

1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.

Gnome Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Male 3’ 0” 40 lb. +2d4 × (1) lb.
Female 2’ 10” 30 lb. +2d4 × (1) lb.

Half-Orc

Ability Scores: Strength +2; Charisma −1; Luck −1
Creature Type: Humanoid
Size: Medium
Speed: 30 feet

Blood Rises. At the start of your turn, while you are Bloodied, you can choose to give in. You add 1d4 damage to every melee weapon hit and every Unarmed Strike that hits, and you have Advantage on saving throws to avoid or end the Frightened condition. While it lasts, you can’t willingly move out of the reach of any hostile creature that is within your reach. The effect ends when you are no longer Bloodied. The extra damage increases to 2d4 at level 10.

Die Standing. When damage reduces you to 0 Hit Points or fewer without killing you outright, you don’t gain the Unconscious condition for 1 minute. You act normally during that time, and you make a Death Saving Throw at the end of each of your turns. The first time you fail a Death Saving Throw, you collapse. Becoming Stable doesn’t end the effect — you remain on your feet, though you stop making Death Saving Throws, and you collapse when the minute ends. When you collapse, you gain the Unconscious condition, and if you aren’t Stable you continue making Death Saving Throws as normal. You can choose to collapse early at any time. If you regain any Hit Points above 0, the effect ends.

Hunter’s Nose. You have Scent with a range of 60 feet.

Weapon Training. You have a Knack for Axes.

Half-Orc Random Starting Ages
Adulthood Simple Moderate Complex
13 years +1d4 +1d8 +2d8
Half-Orc Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
25 years 38 years 50 years +3d10 years

1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.

Half-Orc Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Male 5’ 0” 160 lb. +2d8 × (2d6) lb.
Female 4’ 10” 140 lb. +2d8 × (2d6) lb.

Human

Ability Scores: None
Creature Type: Humanoid
Size: Medium
Speed: 30 feet

Heroic. You have Advantage on saving throws you make to avoid or end the Frightened condition.

Skilful. You gain two additional Skill Points, and one more each time your level increases.

Versatile. You gain an Upbringing feat of your choice.

Human Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Human Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +2d20 years

1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.

Human Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Man 4’ 10” 120 lb. +2d10 × (2d4) lb.
Woman 4’ 6” 100 lb. +2d10 × (2d4) lb.
A Man Is Not a Specimen

Male and female are words for stock. A physician writes them on a corpse, a breeder writes them on a pedigree, and a scholar writes them on whatever she has cut open and is no longer obliged to be polite about.

A woman is neither of these things, nor is a man.

Troll

Ability Scores: Constitution +2; Intelligence −2; Charisma −2
Creature Type: Giant
Size: Medium
Speed: 25 feet

Darkvision. You have Darkvision with a range of 30 feet.

Low-Light Vision. You have Low-Light Vision.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Regeneration. Once per round, if you have taken damage since the start of your last turn — or since the battle began, if this is your first turn — and none of it was Acid or Fire damage, you can restore 1d4 Hit Points, to a maximum of the damage taken. The healing increases to 2d4 at level 5, 3d4 at level 10, 4d4 at level 15, and 5d4 at level 20. If damage reduces you to 0 Hit Points or fewer without killing you outright, you remain Unconscious but Stable and make no Death Saving Throws, unless the damage that felled you was Acid or Fire damage.

Troll Random Starting Ages
Adulthood Simple Moderate Complex
20 years +2d6 +4d6 +6d6
Troll Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
120 years 180 years 240 years +2d100 years

1 At middle age, −1 to DEX, INT, and CHA; +1 to STR, CON, and WIS.
2 At old age, −2 to DEX, INT, and CHA; +1 to STR, CON, and WIS.
3 At venerable age, −3 to DEX, INT, and CHA; +1 to STR, CON, and WIS.

Troll Random Height and Weight
Gender Base Height Base Weight Height Modifier Weight Modifier
Male 6’ 6” 250 lb. +2d8 × (2d8) lb.
Female 6’ 0” 220 lb. +2d8 × (2d8) lb.

Classes

A character’s class is chosen at character creation and never changes. It supplies the numbers a character starts with, the Knacks she begins play holding, and the schedule on which she gains feats and Ability Score Improvements.

There are no subclasses, and a class grants no fixed feature at a fixed level. What a character becomes is decided by where her Skill Points go and which feats she chooses from those she is eligible for, and two members of the same class need have nothing else in common.

Each class entry opens with a summary of these values.

Primary Ability. The ability the class depends on most.

Hit Point Die. The die rolled for Hit Points at each level after the first. The entry also gives the Hit Points the character has at level 1, and what she can take in place of a poor roll thereafter.

Saving Throw Knacks. The two saving throws to which the character adds her Save Bonus (see “Saving Throws” in “D20 Tests”).

Skill, Weapon, and Armour Knacks. The Knacks the character begins with. A Knack halves the Skill Point cost of ranks in whatever it covers and raises the cap on that rank (see “Skill Rank” in “Playing the Game”).

Skill Points. The number of Skill Points the character starts with, and the number she gains at each new level.

Starting Wealth. The coin the character begins play with: a sum fixed by her class, and a little more for each year she has lived past the adulthood age of her race, counting no more than ten such years. A character who has scarcely come of age is not poorer for it than the rules can bear, and a long-lived race is not richer for a century of it.

Two sections close each entry. Spellcasting gives the schools available to the character, the formula for her Spell Point maximum, and the number and size of her Spell Dice (see “Spell Points” in “Spells”); a class that casts nothing says so. Advancement gives the levels at which she gains feats and Ability Score Improvements.

Archer

Primary Ability: Dexterity

Hit Point Die: d8 per Archer level

Hit Points at Level 1: 8 + your Constitution modifier

Hit Points per Additional Level: Roll 1d8 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 5 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Strength, Dexterity

Skill Knacks: Choose two skills that use Strength or Dexterity

Weapon Knacks: Bows; choose one from Daggers or Swords

Armour Knacks: Light

Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter

Starting Wealth: 175 cp, plus 5 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

An archer learns no spells, and no magic school is available to an archer by class.

Spellcasting Ability. None.

Spellcasting Knacks. None.

Spell Points. Your Spell Point maximum is 0.

Spell Die. None.

Advancement

An archer gains feats and Ability Score Improvements on the schedule shown on the Archer Advancement table. A feat is chosen from those the character is eligible for at that level.

Archer Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat and Ability Score Improvement
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Ability Score Improvement
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Cleric

Primary Ability: Wisdom

Hit Point Die: d6 per Cleric level

Hit Points at Level 1: 6 + your Constitution modifier

Hit Points per Additional Level: Roll 1d6 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 4 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Wisdom, Charisma

Skill Knacks: Choose two skills that use Wisdom or Charisma

Weapon Knacks: Choose one from Swords or Maces

Armour Knacks: None

Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter

Starting Wealth: 375 cp, plus 5 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

A cleric learns spells from the three Ego schools: Body, Mind, and Spirit. A good-aligned cleric also learns spells from Light magic, and an evil-aligned cleric from Dark magic. A neutral cleric learns from neither. No other school is available to a cleric by class, and no cleric draws on both Moral schools.

Spellcasting Ability. Wisdom.

Spellcasting Knacks. A good-aligned cleric has a Knack in Light magic and in one Ego school of her choice; an evil-aligned cleric has a Knack in Dark magic and in one Ego school of her choice. Ranks in the other two Ego schools cost 4 Skill Points each and stop at Skill Rank 5. A neutral cleric gains no Moral school and has a Knack in all three Ego schools instead.

Spell Points. Your Spell Point maximum is:

Spell Points = your Cleric level × (your Mastery + your Wisdom modifier) + 4

Your Mastery is the total of your Skill Ranks in Body, Mind, and Spirit magic, and in your Moral school if one is available to you, divided by four. A school you have put no ranks in adds nothing, and a neutral cleric divides by four all the same (see “Spell Points” in “Spells”).

Spell Die. d4 per Cleric level.

Example of a Cleric’s Spell Points

A level 8 good-aligned cleric has Skill Rank 4 in Light magic, Skill Rank 3 in Body magic, and Skill Rank 2 in Mind magic, with no ranks in Spirit magic, for 9 ranks in total and a Mastery of 2. Her Wisdom is 16, for a modifier of +3, so her Spell Point maximum is 8 × (2 + 3) + 4 = 44.

Advancement

A cleric gains feats and Ability Score Improvements on the schedule shown on the Cleric Advancement table. A feat is chosen from those the character is eligible for at that level.

Cleric Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Feat
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Knight

Primary Ability: Strength

Hit Point Die: d12 per Knight level

Hit Points at Level 1: 12 + your Constitution modifier

Hit Points per Additional Level: Roll 1d12 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 7 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Strength, Wisdom

Skill Knacks: Choose two skills that use Strength, Wisdom, or Charisma

Weapon Knacks: Swords and Spears

Armour Knacks: Choose one from Light, Medium, or Heavy; Shields

Skill Points: 10 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter

Starting Wealth: 400 cp, plus 6 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

A knight learns no spells, and no magic school is available to a knight by class.

Spellcasting Ability. None.

Spellcasting Knacks. None.

Spell Points. Your Spell Point maximum is 0.

Spell Die. None.

Advancement

A knight gains feats and Ability Score Improvements on the schedule shown on the Knight Advancement table. A feat is chosen from those the character is eligible for at that level.

Knight Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat and Ability Score Improvement
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Ability Score Improvement
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Paladin

Primary Ability: Strength

Hit Point Die: d10 per Paladin level

Hit Points at Level 1: 10 + your Constitution modifier

Hit Points per Additional Level: Roll 1d10 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 6 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Strength, Charisma

Skill Knacks: Choose two skills that use Strength, Wisdom, or Charisma

Weapon Knacks: Swords; choose one from Maces or Spears

Armour Knacks: Choose one from Light, Medium, or Heavy; Shields

Skill Points: 12 + your Intelligence modifier at level 1, and 10 + your Intelligence modifier at each level thereafter

Starting Wealth: 500 cp, plus 6 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

A paladin learns spells from the three Ego schools — Body, Mind, and Spirit — and from Holy magic, which is granted rather than studied and is open to no other class. No other school is available to a paladin by class.

Spellcasting Ability. Charisma.

Spellcasting Knacks. None. A paladin has no Knack in any school, so every rank costs 4 Skill Points and stops at Skill Rank 5. Holy magic accordingly has no spells above 5th level, since no paladin can pass that rank (see “Spell Level and Skill Rank” in “Spells”).

Spell Points. Your Spell Point maximum is:

Spell Points = (half your Paladin level, rounded up) × (your Mastery + your Charisma modifier) + 4

Your Mastery is the total of your Skill Ranks in Body, Mind, Spirit, and Holy magic, divided by four. A school you have put no ranks in adds nothing (see “Spell Points” in “Spells”).

Spell Die. d4, one for every odd Paladin level, so your Spell Dice number half your level, rounded up.

Example of a Paladin’s Spell Points

A level 6 paladin has Skill Rank 3 in Holy magic, Skill Rank 2 in Body magic, and Skill Rank 2 in Spirit magic, with no ranks in Mind magic, for 7 ranks in total and a Mastery of 1. Her Charisma is 16, for a modifier of +3, so her Spell Point maximum is 3 × (1 + 3) + 4 = 16. She has three Spell Dice, gained at levels 1, 3, and 5.

Advancement

A paladin gains feats and Ability Score Improvements on the schedule shown on the Paladin Advancement table. A feat is chosen from those the character is eligible for at that level.

Paladin Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat and Ability Score Improvement
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Feat
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Rogue

Primary Ability: Dexterity

Hit Point Die: d6 per Rogue level

Hit Points at Level 1: 6 + your Constitution modifier

Hit Points per Additional Level: Roll 1d6 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 4 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Dexterity, Charisma

Skill Knacks: Choose four skills that use Strength, Dexterity, or Charisma

Weapon Knacks: Daggers; choose one from Swords or Rigged

Armour Knacks: Light

Skill Points: 12 + your Intelligence modifier at level 1, and 10 + your Intelligence modifier at each level thereafter

Starting Wealth: 375 cp, plus 2 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

A rogue learns no spells, and no magic school is available to a rogue by class.

Spellcasting Ability. None.

Spellcasting Knacks. None.

Spell Points. Your Spell Point maximum is 0.

Spell Die. None.

Advancement

A rogue gains feats and Ability Score Improvements on the schedule shown on the Rogue Advancement table. A feat is chosen from those the character is eligible for at that level.

Rogue Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Feat
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Wizard

Primary Ability: Intelligence

Hit Point Die: d4 per Wizard level

Hit Points at Level 1: 4 + your Constitution modifier

Hit Points per Additional Level: Roll 1d4 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 3 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.

Saving Throw Knacks: Intelligence, Wisdom

Skill Knacks: Choose two skills that use Intelligence or Wisdom

Weapon Knacks: Choose one from Daggers or Staffs

Armour Knacks: None

Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter

Starting Wealth: 275 cp, plus 3 cp for each year of your age past your race’s adulthood, to a maximum of ten such years

Spellcasting

A wizard learns spells from the four Elemental schools: Air, Fire, Water, and Earth. No other school is available to a wizard by class.

Spellcasting Ability. Intelligence.

Spellcasting Knacks. Choose two of the four Elemental schools. You have a Knack in those two and not in the other two, so ranks in the remaining two elements cost 4 Skill Points each and stop at Skill Rank 5.

Spell Points. Your Spell Point maximum is:

Spell Points = your Wizard level × (your Mastery + your Intelligence modifier) + 4

Your Mastery is the total of your Skill Ranks in Air, Fire, Water, and Earth magic, divided by four. A school you have put no ranks in adds nothing (see “Spell Points” in “Spells”).

Spell Die. d4 per Wizard level.

Example of a Wizard’s Spell Points

A level 5 wizard has Skill Rank 3 in Fire magic and in Air magic, and Skill Rank 2 in Water magic and in Earth magic, for 10 ranks in total and a Mastery of 2. Her Intelligence is 16, for a modifier of +3, so her Spell Point maximum is 5 × (2 + 3) + 4 = 29. That pays for fourteen 1st-level castings, or seven 2nd-level castings with 1 Spell Point left over, or any other combination she can afford.

Advancement

A wizard gains feats and Ability Score Improvements on the schedule shown on the Wizard Advancement table. A feat is chosen from those the character is eligible for at that level.

Wizard Advancement
Level Advancement
1 Feat
2 Feat
4 Ability Score Improvement
6 Feat
8 Ability Score Improvement
10 Feat
12 Ability Score Improvement
14 Feat
16 Ability Score Improvement
18 Feat
20 Feat and Ability Score Improvement
20+ Epic Boons

Levels not listed grant Skill Points and Hit Points only.

Upbringing Feats

Sturdy

Upbringing Feat

Your Hit Point maximum increases by 1 Hit Point. Whenever you gain a character level, your Hit Point maximum increases by an additional 1 Hit Point.

Hunter

Upbringing Feat

You know how to make simple makeshift weapons if the environment provides you with suitable natural materials. You can construct a Club, Quarterstaff, Javelin, Spear, or Shortbow within 15 minutes. A bow you build this way has whatever draw force you choose, up to 40 lbf, and everything else about it follows from that draw force (see “Bows” in “Equipment”). The weapon lasts until the next combat ends.

Dancer

Upbringing Feat

You can distract creatures of the same type as you with a tantalising dance from a distance of up to 60 feet, if your allies haven’t been discovered by the creatures. Each creature you distract must succeed on a Wisdom saving throw (DC 10 + your Charisma modifier) or be distracted. While creatures are distracted, if you or your allies start combat, the creatures are surprised.

Celibacy

Upbringing Feat

Prerequisite: Spellcasting Class

Your Spell Point maximum increases by 1 Spell Point. Whenever you gain a character level, your Spell Point maximum increases by an additional 2 Spell Points.

Acrobat

Upbringing Feat

Due to your flexible joints, you can take an action to free yourself from the Grappled or Restrained condition, once between Long Rests. This feat only works against conditions caused by physical restraint — such as chains, ropes, or a creature’s grip — not magical effects.

Savage

Upbringing Feat

You strike to kill — it is the only way you know. Once per turn, when you hit with a weapon attack for the first time, you roll the weapon’s damage dice twice and use the larger result.

Whipping Boy

Upbringing Feat

You gain +2 Resistance Points against Bludgeoning, Piercing, or Slashing damage.

Crafty

Upbringing Feat

You gain Knacks in any combination of three skills or tools of your choice. Alternatively, choose one skill or tool you already have a Knack for: your maximum Skill Rank in it is your character level rather than half of it, to a maximum of +12 (see “Skill Rank” in “Playing the Game”). You also receive 6 Skill Points, and whenever you gain a character level, you gain an additional 1 Skill Point.

Medic

Upbringing Feat

As a Bonus Action, you can expend one use of a Healer’s Kit to tend to a creature within 5 feet of you that is making Death Saving Throws. If the creature has one or more failures on its Death Saving Throws, it loses one failure. If the creature has no failures, it gains one success.

Christened

Upbringing Feat

You gain +2 Resistance Points against Necrotic, Psychic, or Poison damage.

Feats

A feat represents a talent or an area of expertise.

You gain feats and Ability Score Improvements on the schedule given in your class’s advancement table (see “Advancement” in “Classes”). The two are not interchangeable. At a level that grants a feat, choose any feat whose prerequisite you meet. At a level that grants an Ability Score Improvement, you take the Ability Score Improvement feat.

Each entry names the feat’s category and gives its prerequisite, if it has one. You must meet a feat’s prerequisite to take it. A feat marked Repeatable can be taken more than once; any other feat can be taken only once.

The Ability Score Improvement feat is listed first. The rest are in alphabetical order.

Ability Score Improvement

General Feat

Prerequisite: A level that grants an Ability Score Improvement

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.

Repeatable. You can take this feat more than once.

Accidental Discovery

Wizard Feat

Prerequisite: Wizard level 1+

You learned your very first spell by accident, working out how to cast it without any guidance. Choose one 1st-level spell from a school available to you. You know that spell, and you can cast it once without expending Spell Points or Material components. You regain the ability to cast it that way when you finish a Short or Long Rest.

Almoner

Cleric Feat

Prerequisite: Cleric level 1+

Nothing you give is wasted. When you restore Hit Points to a creature and the healing exceeds what the creature is missing, the excess becomes Temporary Hit Points, up to a maximum of your Cleric level.

Ambidextrous

Knight Feat

Prerequisite: Knight level 1+

While you are holding a weapon with the Light property in each hand, you can make one extra attack as a Bonus Action later on the same turn. You must first take the Attack action and attack with one of those weapons; the extra attack is made with the other.

Arcane Recovery

Wizard Feat

Prerequisite: Wizard level 1+

You can recover some of your spent magical energy by thinking about the magic. When you finish a Short Rest, roll a number of d4s equal to half your Wizard level, rounded up, and regain that many Spell Points. This can’t raise your Spell Points above your maximum.

Once you use this feat, you can’t use it again until you finish a Long Rest.

Basic Archery Training

Archer Feat

Prerequisite: Archer level 1+

Daily draw from a young age has built your frame around the bow. The Strength requirement of any bow you use decreases by 5 (see “Bows” in “Equipment”).

Divine Providence

Paladin Feat

Prerequisite: Paladin level 1+, any non-Evil alignment

You touch a willing creature other than yourself and set it apart for the fight ahead. The creature gains Temporary Hit Points equal to your Paladin level, adds half your Charisma modifier, rounded up, to its weapon damage rolls, and has Advantage on saving throws against the Frightened condition. This lasts 1 minute.

Touching the creature is a Bonus Action. Once you use this feat, you can’t use it again until you finish a Long Rest.

Elite Archery Training

Archer Feat

Prerequisite: Archer level 18+, Extended Archery Training

The Strength requirement of any bow you use decreases by a further 5, for a total reduction of 15.

What the bow has made of you is plain to anyone who looks. Your Resistance Points against Bludgeoning damage worsen to −10, your Speed decreases by 5 feet, and you have Disadvantage on Strength (Athletics) checks made to climb or to swim.

Expertise

Rogue Feat

Prerequisite: Rogue level 1+

Choose two skills you have a Knack for. Your maximum Skill Rank in each of those skills is your character level rather than half of it, to a maximum of +12 (see “Skill Rank” in “Playing the Game”).

When you reach Rogue level 8, choose two more skills you have a Knack for. The same maximum applies to them.

Extended Archery Training

Archer Feat

Prerequisite: Archer level 10+, Basic Archery Training

The Strength requirement of any bow you use decreases by a further 5, for a total reduction of 10.

Your body has begun to remodel itself around the draw. The bones of your bow-arm thicken, your shoulder wears, and your spine sets into a lean. You have −5 Resistance Points against Bludgeoning damage, and you have Disadvantage on Dexterity (Acrobatics) checks.

False Expertise

Rogue Feat

Prerequisite: Rogue level 1+

You get away with things not because you are good at them, but because you do them with enormous confidence. When you make an ability check with a skill you have no Knack for, you can add your Luck modifier to the check. You must decide to do so before you roll.

You can use this feat a number of times equal to your character level, and you regain all expended uses when you finish a Long Rest.

Last Rites

Cleric Feat

Prerequisite: Cleric level 1+

As a Bonus Action, you touch a creature that is making Death Saving Throws and speak the rites over it. The creature either gains one success or loses one failure. The choice belongs to the dying creature and not to you, and it need tell no one what it chose.

You can’t speak the rites over the same creature again until you finish a Short Rest.

Lay on Hands

Paladin Feat

Prerequisite: Paladin level 1+, any non-Evil alignment

Your blessed touch can heal wounds. You have a pool of healing that refills when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you touch a creature, which can be yourself, and spend any number of Hit Points from the pool, up to what remains in it. The creature regains that many Hit Points.

Alternatively, you can spend 5 Hit Points from the pool to remove the Drunk condition from a creature you touch. Those points restore no Hit Points.

Millstone

Paladin Feat

Prerequisite: Paladin level 1+, any non-Good alignment

Mercy is a thing you were taught and then unlearned. You add your Charisma modifier to your weapon damage rolls against a creature that has the Grappled, Restrained, Paralysed, or Unconscious condition.

Monastery Service

Paladin Feat

Prerequisite: Paladin level 1+

You served in a monastery before you took your oath, and one of the brothers’ arts stayed with you. Choose one 1st-level spell from the Body, Mind, or Spirit school. You know that spell, and you can cast it once without expending Spell Points or Material components. You regain the ability to cast it that way when you finish a Long Rest.

Mounted Archery

Archer Feat

Prerequisite: Archer level 1+

You can control your mount as a Bonus Action rather than as an action (see “Controlling a Mount” in “Playing the Game”).

Quick Reflexes

Archer Feat

Prerequisite: Archer level 1+

If you begin your turn within 5 feet of a hostile creature, putting away the ranged weapon you are holding and drawing a melee weapon together count as a single Free Action for you on that turn.

Self-Taught Protection

Cleric Feat

Prerequisite: Cleric level 1+

You were never drilled in a shield wall, but pilgrimage taught you something. While you carry a Buckler, you gain its Armour Class bonus and its properties as though your Skill Rank in Shields were 1. This applies to a Buckler and to no other shield, and it gives you no Skill Rank in Shields for any other purpose.

The Buckler is strapped to your forearm rather than held, and the hand it is strapped to remains free to carry Material components and to perform Somatic components.

You also gain +1 Resistance Point against Bludgeoning damage, +1 against Piercing damage, and +1 against Slashing damage while you carry it, despite the shield’s Slight property.

Shield Bash

Knight Feat

Prerequisite: Knight level 1+

While you are holding a shield, you can attack with it as a Bonus Action. Your attack roll is d20 + your Strength modifier + your Skill Rank in Shields. On a hit, the target takes 1d4 + your Strength modifier Bludgeoning damage.

On a Critical Hit, a target no larger than you must also succeed on a Strength saving throw (DC 10 + your Skill Rank in Shields) or have the Prone condition.

Skedaddle

Rogue Feat

Prerequisite: Rogue level 1+

You know when a fight has stopped being worth staying in. You can take a Reaction to move up to half your Speed when either of the following happens:

  • Damage leaves you Bloodied (see “Hit Points” in “Damage and Healing”).
  • A hostile creature within 5 feet of you begins casting a spell, and you notice the casting. You notice it if you can hear the spell’s Verbal component or see its Somatic component (see “Components” in “Spells”). A spell that needs neither gives you nothing to notice.

This movement doesn’t provoke Opportunity Attacks.

Swift Redraw

Knight Feat

Prerequisite: Knight level 1+

Putting away a weapon or shield you are holding and readying another weapon or shield together count as a single Free Action for you, rather than two (see “Free Actions” in “Playing the Game”). You can exchange a weapon for another weapon, a weapon for a shield, or a shield for a weapon. This feat covers weapons and shields only, and no other equipment.

Thirty Pieces

Paladin Feat

Prerequisite: Paladin level 1+, any non-Good alignment

A man who trusts you stands closer than one who does not. When you hit a creature whose attitude towards you is Indifferent or Friendly, and that neither you nor your allies have attacked before, you roll the attack’s damage dice twice and add your Paladin level to the damage.

Once you use this feat, you can’t use it again until you finish a Long Rest.

Warlock

Wizard Feat

Prerequisite: Wizard level 1+

When you reduce a hostile creature to 0 Hit Points with a spell, you gain Temporary Hit Points equal to your Skill Rank in that spell’s school plus your Wizard level.