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School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
hit dice: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
hit points at 1st level: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
hit points at higher levels: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
armor proficiencies: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
weapon proficiencies: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
tools: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
saving throws: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
skills: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
starting equipment:
See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard.
spellcasting:
See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard.
class features:

Divination Savant

Beginning at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

Portent

Starting at 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll 2 d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these, foretelling rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.
  • Darkvision. You gain darkvision out to a range of 60'.
  • Ethereal Sight. You can see into the Ethereal Plane within 60' of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10' of you that are within line of sight.
 

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll 3 d20s for your Portent feature, rather than two.
subclass options:

Created by

Adwian.

Statblock Type

Class Features

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