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Name: Flurry of Blows

Description: You can attack rapidly


with your fists. You gain the Flurry of
Blows action.

Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.

Class Feature

Name: Ki powers
Description: By tapping into a supernatural
inner reserve called ki, you can create
magical effects. Some feats let you use ki,
giving you a pool of Spell Points with a
capacity equal to your Wisdom modifier.
These feats also give you a ki power. This
power is a type of special spell you can cast
by spending Spell Points. Powers are
explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature
Name: Incredible Movement
Description: You gain a +10-
foot conditional bonus to your Speed
whenever you’re not wearing armor. The
bonus increases by 5 feet for every 3
monk levels you have beyond 3rd.

Class FeClasature

Name: Deflect Missels


Description: You can use your reaction
to deflect or catch the missile when you are
hit by a ranged weapon attack. When you
do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make
a ranged attack (60 feet) with the weapon
or piece of ammunition you just caught, as
part of the same reaction. You make this
attack with proficiency, regardless of your
weapon proficiencies, and the missile
counts as a monk weapon for the attack.
Class Feature

Name: Path to Perfection


Description: Choose your
Fortitude, Reflex, or Will saving throw.
Your proficiency rank in the chosen
saving throw increases to master.

Class FeClasature
Name: Tiger Stance
Prerequisites: You are unarmored.
Description: You enter the stance of
a tiger, using your hands like claws.
You can make tiger claw attacks.
These deal 1d8 slashing damage;
are in the brawling group; and have
the agile, finesse, nonlethal, and
unarmed traits. They gain the
following enhancement.       
Enhancement: On a critical
success, the target takes 1d4
persistent bleed damage. While in
Tiger Stance, you can Step 10 feet
as long as your Speed is at least 10
feet.
Class Feat

Name: Wolf Stance


Prerequisites: You are unarmored.
Description: You enter the stance of
a wolf, low to the ground with your
hands held like fanged teeth. You
can make wolf jaw unarmed attacks.
These deal 1d8 piercing damage,
are in the brawling group, and are
agile, finesse, nonlethal, and
unarmed. While in Wolf Stance, your
wolf jaw unarmed attacks also gain
the forceful trait if you’re flanking
the target.

Class Feat
Name: Path of the Kensei
Prerequisites: Way of the Kensei
Description: You gain these benefits:
Kensei Weapons: Choose two types of
weapons to be your kensei weapons: one
melee weapon and one ranged weapon.
Each of these weapons can be any
simple or martial weapon that lacks the
heavy and special properties. The
longbow is also a valid choice. You gain
proficiency with these weapons if you
don't already have it. Weapons of the
chosen types are monk weapons for you.
When you reach 6th, 11th, and 17th level
in this class, you can choose another type
of weapon— either melee or ranged —to
be a kensei weapon for you, following the
criteria above.
Agile Parry: If you make an unarmed
strike as part of the Attack action on your
turn and are holding a kensei weapon,
you can use it to defend yourself if it is a
melee weapon. You gain a +2 bonus to
AC until the start of your next turn, while
the weapon is in your hand and you aren't
incapacitated.
Kensei's Shot: You can use a bonus
action on your turn to make any target
you hit with a ranged attack using a
kensei weapon take an extra 1d4 damage
of the weapon's type. You retain this
benefit until the end of the current turn.

Class Feat

Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an
impactful cone of force by channeling your
ki. You gain the ki blast ki power (see page
234), which you can cast by spending 2
Spell Points. Increase your Spell Point pool
by 2.
Name: Flurry of Blows
Description: You can attack rapidly
with your fists. You gain the Flurry of
Blows action.

Flurry of Blows:
Frequency: Once per round
Description: Make two unarmed Strikes.
If both hit the same creature, combine
their damage and enhancements for the
purpose of resistances and weaknesses.
The number attacks increase by 1 at 5th
level and every 6th level after that.

Class Feature

Name: Ki powers
Description: By tapping into a supernatural
Name: Incredible Movement
inner reserve called ki, you can create
Description: You gain a +10-
magical effects. Some feats let you use ki,
foot conditional bonus to your Speed
giving you a pool of Spell Points with a
whenever you’re not wearing armor. The
capacity equal to your Wisdom modifier.
bonus increases by 5you
These feats also give feeta for every 3This
ki power.
monk levels you have beyond
power is a type of special spell you 3rd.can cast
by spending Spell Points. Powers are
Class FeClasature explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your
ki powers, and your spell rolls and spell
DCs use your Wisdom modifier. When you
first gain ki, decide whether your ki powers
are divine spells or occult spells. Some
feats can give you more ki powers beyond
the first. These feats list “Spell Point pool”
as a prerequisite.
Class Feature

Name: Incredible Movement


Description: You gain a +10-
foot conditional bonus to your Speed
whenever you’re not wearing armor. The
bonus increases by 5 feet for every 3
monk levels you have beyond 3rd.

Class FeClasature
Name: Deflect Missels
Description: You can use your reaction
to deflect or catch the missile when you are
hit by a ranged weapon attack. When you
do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity
modifier + your monk level.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make
a ranged attack (60 feet) with the weapon
or piece of ammunition you just caught, as
part of the same reaction. You make this
attack with proficiency, regardless of your
weapon proficiencies, and the missile
counts as a monk weapon for the attack.
Class Feature

Name: Path to Perfection


Description: Choose your
Fortitude, Reflex, or Will saving throw.
Your proficiency rank in the chosen
saving throw increases to master.

Class FeClasature

Name: Tiger Stance


Prerequisites: You are unarmored.
Description: You enter the stance of
a tiger, using your hands like claws.
You can make tiger claw attacks.
These deal 1d8 slashing damage;
are in the brawling group; and have
the agile, finesse, nonlethal, and
unarmed traits. They gain the
following enhancement.       
Enhancement: On a critical
success, the target takes 1d4
persistent bleed damage. While in
Tiger Stance, you can Step 10 feet
as long as your Speed is at least 10
feet.
Class Feat
Name: Stunning Fist
Prerequisites: You are unarmored.
Description: Make an unarmed Strike. It
gains the following enhancement.           

Enhancement: The target must attempt a


Fortitude save against your class DC. If
the target fails, it’s flat-footed for 1 round.
On a critical failure, it’s also stupefied 2
for 1 round. If your attack was a critical
success, one of the following outcomes
occurs: If the target succeeded at its
save, it instead fails its save. If the target
failed its save, it instead critically fails its
save. If the target critically failed its save,
it is instead stunned for 1 round.

Class Feat

Name: Ki Blast
Prerequisites: Spell Point pool
Description: You can unleash an impactful
cone of force by channeling your ki. You gain
the ki blast ki power (see page 234), which
you can cast by spending 2 Spell Points.
Increase your Spell Point pool by 2.
Ki Blast:
Casting: Somatic, Verbal, Area: 30-foot cone
Description: You unleash your ki as a powerful
blast of force that deals 4d4 force damage. Each
creature in the area must attempt a Fortitude
saving throw.
Success: Creature takes half damage
Critical Success: The creature is unaffected
Failure: The creature takes full damage and is
pushed 5 feet
Critical Failure: Double damage and pushed 10
feet.
Heightened: (+1) The damage increases by 2d4

Class Feat
Name: Elemental Combat
Prerequisites: Way of the Four Elements
Description: Beginning at 3rd level when choosing this
tradition you get access to the 4 elemental stances of Air,
Fire, Water and Earth. Every stance grants different abilities.
At the start on each of your turns you can stay in or switch
your stance for free as long as you are not grappled, prone,
restrained, paralyzed, incapacitated, petrified, stunned or
unconscious. Additionally, you can use your Wisdom Modifier
instead of the Dexterity Modifier for monk weapons/ unarmed
strikes.
Every damage is equal to your monks martial art die plus
your wisdom modifier!

Air: As long as you are in the Air Stance you can choose to
strike out with condensed bursts of air. Your unarmed strikes
reach extend to 15 feet.
As a free action you can spend 1 ki point to deal an extra 1d6
thunder damage and try to push a target within your reach.
The target has to make a Strength check. On a failed save
the target is pushed 20 feet away from you, on a successful
save you deal half damage and it's not pushed.

Fire: As long as you are in the Fire Stance you can choose
to strike out with tendrils of flames. Your unarmed strikes
deal magical fire damage instead of bludgeoning.
As a free action you can spend 1 ki point to deal 1d6 fire
damage and attempt to set the target on fire. The target has
to make a Reflex Saving Throw. On a failed save your attack
causes the target to ignite in flames and deals 1d6 extra fire
damage immediately at the end of its next turn. On a
successful Save you deal no damage at the end of its next
turn. The target can use a action to put out the flames.

Water: As long as you are in the Water Stance you can


switch between defense and offense in a blink of an eye. You
can use your Deflect Missiles feature on melee weapon
attacks using your reaction. You can’t send the attack back.
As a free action you can spend 1 ki point to deal 1d6 cold
damage and attempting to knock a target within 20 feet
prone. You create a water whip in your hand and aim at the
feet of your foe. The target has to make a Reflex Saving
Throw. On a failed save your attack knocks the target prone.
On a successful Save you deal half damage and its not
knocked prone.

Earth: As long as you are in the Earth Stance you're sturdy


as the earth itself. Your armor class is increased by 1 (this
increases to 2 on lvl 14)
As a free action you can spend 1 ki to deal force damage and
surround yourself with a protective layer of earth and rocks
gaining temporary hit points equal your Wisdom Modifier until
the start of your next turn. The target has to make a
Constitution Saving Throw. On a successful Save you deal
only half damage.
Additionally, You can use your action to briefly control
elemental forces nearby, causing one of the following effects
of your choice:
Create a harmless, instantaneous sensory effect related to
air, earth, fire, or water, such as a shower of sparks, a puff of
wind, a spray of light mist, or a gentle rumbling of stone.
Class Feat Instantaneously light or snuff out a candle, a torch, or a small
campfire.
Chill or warm up to 1 pound of nonliving material for up to 1
hour.
Cause earth, fire, water, or mist that can fit within a 1-foot
cube to shape itself into a crude form you designate for 1
minute.
Name: Sorcerer Spell Casting
Description: You have the power to cast spells
using the Cast a Spell activity, and you gain access
to the Material Casting, Somatic Casting, and
Verbal Casting actions (see Casting Spells on
pages 195–196). Because you’re a sorcerer, you
can usually replace Material Casting actions with
Somatic Casting actions, so you usually don’t need
spell components.
Each day, you can cast up to two 1st-level spells,
plus an extra 1st-level spell due to the power of your
bloodline. The number of spells you can cast each
day are called your spell slots. You must know
spells to cast them, and you learn them via the spell
repertoire class feature. As you increase in level as
a sorcerer, your number of spells per day and the
highest level of spells you can cast from spell slots
increases, as shown on the Sorcerer Spells per Day
table on page 129.
Some of your spells require you to attempt a spell
roll to see how effective they are, or have your
enemies roll against your spell DC. Since your key
ability is Charisma, your spell rolls and spell DCs
use your Charisma modifier. See page 291 for
details on calculating your spell rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and higher,
you can heighten lower-level spells to higher levels.
You must learn them at the new level to do so, as
described on page 192. The spontaneous
heightening class feature lets you select two spells
you can heighten freely.
Cantrips
Some of your spells are cantrips. A cantrip is a
special type of spell that doesn’t use spell slots. You
can cast a cantrip at will, any number of times per
day. A cantrip is always automatically heightened to
the highest level of spell you can cast as a sorcerer.
For example, as a 1stlevel sorcerer, the highest
level of spell you can cast is 1st, so your cantrips
are 1st-level spells. As a 5th-level sorcerer, the
highest level of spell you can cast is 3rd, so your
cantrips are 3rd-level spells.

Class Feature
Name: Spell Repertoire
Description: At 1st level, you learn two 1st-
level spells of your choice and five cantrips of
your choice, as well as an additional spell and
cantrip from your bloodline (see page 130). You
choose these from the common spells on the
spell list corresponding to your bloodline in this
book, or from other spells on that spell list to
which you gain access. You can cast any spell
in your spell repertoire by using a spell slot of an
appropriate spell level.
You add to this spell repertoire as you increase
in level. Each time you get a spell slot from
Table 3–20, you add a spell to your spell
repertoire of the same level. So when you reach
2nd level, you select another 1st-level spell; at
3rd level, you select two 2nd-level spells, and at
4th level you select a 2nd-level spell. Each time
you learn spells of a new spell level, your
bloodline also grants you both a new spell and a
new spell slot of that level. As with other spell
slots, you can use this bonus slot to cast any
spell, not just the one your bloodline gave you.
Though you gain them at the same rate, your
spell slots and spell repertoire are separate. If a
feat or other ability adds a spell to your spell
repertoire, it wouldn’t give you another spell slot,
and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you
might want to replace some of the spells you
previously learned. Each time you level up and
learn new spells, you can swap out one of your
Class Feature old spells for a different spell of the same level.
This spell can be a cantrip. You can also swap
out spells by retraining during downtime (see
page 318).

Name: Spontaneous Heightening


Description: You learn to freely
heighten some of your spells, even if you know
only the base version of the spell. During your
daily preparations (see page 192), you can pick
up to two spells you know. You can cast those
spells using any applicable higher-level spell
slots you may have, heightening the spell to the
level of spell slot used, even if you don’t
ordinarily know the spell at the higher level.
Class FeClasature
Name: Dragon Ancestor
Prerequisite: Draconic Bloodline
Description: You choose one type of dragon as
your ancestor. The damage type associated with
each dragon is used by features you gain later.
 You choose one type of dragon as your ancestor.
The damage type associated with each dragon is
used by features you gain later. You can speak,
read, and write Draconic. Additionally, whenever
you make a Charisma check when interacting with
dragons, your proficiency bonus is doubled if it
applies to the check. Your hit point maximum
increases by 1 and increases by 1 again whenever
you gain a level in this class. Additionally, parts of
your skin are covered by a thin sheen of dragon-
like scales.

Spells: Cantrip: detect magic; 1st: fear; 2nd: resist


energy; 3rd: enthrall; 4th: fly; 5th: chromatic wall; 6th:
dragon form; 7th: finger of death; 8th: power word
stun; 9th: meteor swarm

Class Feat

Name: Counterspell (Reaction)


Trigger: A creature casts a spell that
you have in repertoire.
Requirements: You must have an
unexpended spell slot of the triggering
spell’s level.
Description: You expend one of your
spell slots to counter the triggering
creature’s casting of a spell that you
have in your repertoire. You lose your
spell slot as if you had cast the triggering
spell. You then attempt to dispel the
triggering spell (see Dispelling on page
197).
Class Feat
Name: Dragon Breath
Prerequisite: Draconic Bloodline, Dragon Ancestor
Area: 30-foot cone or 60 foot line originating from
you
Description: You spew energy from your mouth,
dealing 5d6 damage. The area, damage type, and
save depend on the dragon type in your bloodline.
The spell gains the trait matching its damage type.
Each creature in the area must attempt a save
Success: The creature takes half damage
Critical Success: The creature is unaffected
Failure: The creature takes full damage
Critical Failure: The creature takes double damage
Heightened (+1) The damage increases by 1d6

Class Feat
Name: Champion Powers

Description: Divine power flows through


you, and you have learned to channel it to
heal others. This grants you special spells
called champion powers. You gain a pool
of Spell Points you can spend to cast
champion powers. Your maximum number
of Spell Points is equal to your Charisma
modifier (minimum 0). You regain all your
Spell Points when you prepare each day.
Your key spellcasting ability score is
Charisma, and you’re trained in spell rolls
and spell DCs for your champion powers.
Your champion powers are divine spells.
Champion powers are available only to
paladins, and they can’t be learned by
other characters. They appear in the Spells
chapter (page 192). Some paladin feats
grant you additional champion powers, and
such feats typically increase your pool of
Spell Points. The spell level of each of your
champion powers is equal to half your
character level, rounded up, and produces
heightened effects (see page 192) for
those champion powers that have
Class Feature heightened entries.
You gain the ability to cast the lay on
hands champion power by spending 1
Spell Point.

Name: Deity and Cause


Description: Paladins are divine champions
of a deity. You must choose one deity to
follow and you must have an alignment
allowed for paladins of your deity. See the list
of deities on page 72 for their allowed
alignments.
Actions fundamentally opposed to your
deity’s alignment or ideals are anathema to
your faith. A few examples of acts that would
be considered anathema appear in each
deity’s entry on pages 288–289. You and
your GM will determine whether other acts
count as anathema.
You have one of the following causes. You
must choose a cause that matches your
alignment exactly. This determines your
paladin’s reaction, grants a champion power
you gain as a special spell, and defines part
of your paladin’s code.
Class Feature 192) for those champion powers that have
heightened entries.
Name: The Paladin’s Code
Description: Each paladin follows a code of
conduct based on their alignment. This begins
with a set of tenets reflecting the overall causes
shared by all paladins of a general alignment
(such as good), then continues with tenets
defined by the paladin’s cause. Deities often add
additional strictures for their own paladins (for
instance, Shelyn’s paladins never attack first
except to protect an innocent, and they choose
and perfect an art form). Only the rules for
paladins of good alignment appear here, though
paladins of other alignments are known to exist.
The tenets are listed in order of importance,
starting with the most important. If a situation
places two tenets in conflict, you aren’t in a no-
win situation; instead, follow the most important
tenet. For instance, if you were a lawful good
paladin and an evil king asked you if innocent
lawbreakers were hiding in your church so he
could execute them, you could lie to him, since
the tenet forbidding you to lie is less important
than the tenet prohibiting the harm of an
innocent. An attempt to subvert your paladin
code by engineering a situation allowing you to
use a higher tenet to ignore a lower tenet (telling
someone that you won’t respect lawful authorities
so that the tenet of not lying supersedes the tenet
of respecting lawful authorities, for example) is a
violation of the paladin code.
If you stray from your alignment or violate your
code of conduct, you lose your Spell Point pool
and righteous ally until you demonstrate your
repentance by conducting an atone ritual (see
page 275), but you keep any other paladin
Class Feature abilities that don’t require those class features. If
your alignment shifts but is still one allowed by
your deity, your GM might let you retrain your
cause while still following the same deity.

Name: Righteous Ally


Description: Your devotion to the cause of good
attracts the attention of a holy spirit to aid you on your
journey. This spirit can take many forms, each
granting you abilities and advantages. Once you have
chosen the ally’s form, it cannot be changed.
The following are righteous allies:
Blade Ally: A spirit of valor inhabits your weapon,
granting it additional power. Select one weapon each
morning when you make your daily preparations. In
your hands, the weapon gains your choice of the
disrupting, ghost touch, returning, or shifting property
(see page 370), without it counting against the
weapon’s maximum number of properties. In addition,
you gain access to the weapon’s critical specialization
effect.
Class Feature
Name: Glimpse of Redemption (Reaction)
Trigger: An enemy attacks one of your allies
or a creature that’s friendly to you. Both the
enemy and ally or friendly creature that’s
friendly to you. Both the enemy and ally or
friendly creature must be within 15 feet of you.
Description: The ally or friendly creature gains
resistance to all damage from the triggering
attack. This resistance equals 2 + your level.
You cause your foe to hesitate under the
weight of their sins, as visions of possible
redemption play out in their mind’s eye. The
foe chooses one of two options:
The triggering attack is disrupted. It still counts
against the foe’s multiple attack penalty
After its attack, the enemy becomes enfeebled
2 until the end of its next turn.
Class Feat

Name: Retributive Strike (Reaction)


Trigger: An enemy attacks one of your allies
or a creature that’s friendly to you. Both the
enemy and ally or friendly creature must be
within 15 feet of you.
Description: The ally or friendly creature gains
resistance to all damage from the triggering
attack. This resistance equals 2 + your level. If
theName:
enemy Righteous
is withinAlly
your reach, make a melee
Description: Your devotion to the cause of good
Strike against that creature with a –2 penalty to
attracts the attention of a holy spirit to aid you on your
thejourney.
attack This
roll. spirit can take many forms, each
granting you abilities and advantages. Once you have
chosen the ally’s form, it cannot be changed.
The following are righteous allies:
Class Feat
Blade Ally: A spirit of valor inhabits your weapon,
granting it additional power. Select one weapon each
morning when you make your daily preparations. In
your hands, the weapon gains your choice of the
Name: Vengeful
disrupting, ghostOath
touch, returning, or shifting property
Description: You’ve
(see page 370), sworn
without an oathagainst
it counting to huntthe
down the most
weapon’s heinous
maximum evildoers
number and bring
of properties. In addition,
them
youto celestial
gain accessjudgment, no matter
to the weapon’s criticalwhere
specialization
effect.
they hide. Add the following tenet to your
Class Feature
paladin’s code after the other tenets: “You
must hunt down and exterminate evil creatures
that have committed heinous atrocities as long
as you have a reasonable chance of success
and aren’t engaged in a mission that would
prevent your doing so.” You can use lay on
hands to damage an evil creature as if it were
undead; in this case, it deals good damage
instead of positive damage and gains the good
trait. This doesn’t prevent you from healing an
evil creature with lay on hands, and you can’t
use it to determine a creature’s alignment if
Class Feat you aren’t sure.
Name: Anathema
Description: Actions fundamentally opposed
to your deity’s alignment or ideals are
anathema to your faith. Committing acts,
learning or casting spells, and using items that
are anathema to your deity take you out of that
deity’s good graces.
Casting spells with the evil trait is almost
always anathema to good deities, and casting
good spells is likewise anathema to evil deities;
similarly, casting chaotic spells is anathema to
lawful deities and casting lawful spells is
anathema to chaotic deities. A neutral cleric
who worships a neutral deity isn’t limited this
way, but their alignment might change over
time if they frequently cast spells or use
abilities with a certain alignment. Similarly,
casting spells that are anathema to the tenets
or goals of your faith could interfere with your
connection to your deity. For example, casting
a spell to enhance your ability to lie would be
anathema to Sarenrae, as a goddess of
honesty, and casting one to create undead
would be anathema to Pharasma, the goddess
of death.
For borderline cases, you and your GM
determine whether other acts count as
anathema. For example, Torag is a god of
community, so actions that work to destroy a
close-knit community are typically anathema to
Torag. However, as god of dwarves, he might
permit you to destroy a community of giants
that is threatening to wipe out a dwarven
settlement.
If you perform enough acts that are anathema
to your deity or if your alignment changes to
one not allowed by your deity, you lose the
magical abilities that come from your
connection to your deity. The class features
that you lose are determined by the GM, but
Class Feature they likely include channel energy, domain
powers, and divine spellcasting. These abilities
can be regained only if you demonstrate your
repentance by conducting an atone ritual (see
page 275).
Name: Channel Energy
Description: You gain a pool of positive or
negative energy, depending on your deity, as
shown on Table 3–9: Deities on pages 72–73.
Some deities allow you to choose whether to
channel negative or positive energy. Once you
choose, you can’t change the type of energy
you channel, short of an ethical shift or divine
intervention.
This pool of energy allows you to cast either
the heal spell (for positive energy) or the harm
spell (for negative energy) a number of times
per day equal to your Charisma modifier
without needing to prepare the spell in
advance. All spells you cast in this way are
heightened to the maximum spell level you can
Class Feature cast as a cleric. You can find heal on page 229
and harm on page 228.

Name: Deity
Description: Choose one deity you revere
above all others. The most common deities in
Pathfinder appear on Table 3–9: Deities on
pages 72–73. This table lists each deity’s
name, areas of concern, and alignment,
followed by the benefits you get for being a
cleric of that deity. Your alignment must be one
allowed by your deity, as listed in parentheses
after the deity’s alignment. Your deity grants
you the trained proficiency rank in the deity’s
favored weapon and skill. If the favored
weapon is uncommon, you also get access to
that weapon. Your deity also adds spells to
your spell list. When preparing spells, you can
select from these in addition to the spells on
Class Feature the divine list once you can cast that level of
spell.
Name: Divine Spellcasting
Description: You have the power to cast
divine spells using the Cast a Spell activity,
and you gain access to the Material Casting,
Somatic Casting, and Verbal Casting actions
(see Spellcasting on page 195). Because
you’re a cleric, you can usually hold a divine
focus (such as a religious symbol or a religious
text) as part of your Material Casting and
Somatic Casting actions, so you usually don’t
need spell components or another hand free.
At 1st level, you can prepare two 1st-level
spells and five cantrips each morning from the
common spells on the divine spell list in this
book (see page 200) or from other divine spells
to which you gain access. Prepared spells
remain available to you until you cast them or
until you prepare your spells again. The
number of spells you can prepare are called
your spell slots.
As you increase in level as a cleric, the number
of spells you can prepare each day increases,
as does the highest level of spell you can cast,
as shown on the Cleric Spells per Day table on
page 70.
Some of your spells require you to attempt a
spell roll to see how effective they are, or have
your enemies roll against your spell DC. Since
your key ability is Wisdom, your spell rolls and
spell DCs use your Wisdom modifier. See
page 291 for details on calculating your spell
rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and
higher, you can prepare lower-level spells in
those slots to strengthen them. This increases
the spell’s level to match the heightened spell
slot. Many spells have specific improvements
when they are heightened to certain levels
(see page 192).
Cantrips
A cantrip is a special type of spell that doesn’t
use spell slots. You can cast a cantrip at will,
any number of times per day. A cantrip is
always automatically heightened to the highest
Class Feature
level of spell you can cast as a cleric. For
example, as a 1st-level cleric, the highest level
of spell you can cast is 1st, so your cantrips
are 1st-level spells. As a 5th-level cleric, the
highest level of spell you can cast is 3rd, so
your cantrips are 3rd-level spells.
Name: Circle of Mortality
Prerequisites: Grave Domain
Description: When you would normally roll
one or more dice to restore hit points with a
spell to a creature at 0 hit points, you instead
use the highest number possible for each die.
In addition, you learn the Stabilize cantrip,
which doesn't count against the number of
cleric cantrips you know. For you, it has a
range of 30 feet, and you can cast it as 2
actions.

Class Feat

Name: Path to the Grave


Prerequisites: Grave Domain, Circle of
Mortality
Description: As an action, you choose one
creature you can see within 30 feet of you,
cursing it until the end of your next turn. The
next time you or an ally of yours hits the cursed
creature with an attack, the creature has
vulnerability 5 to all of that attack's damage,
and then the curse ends.

Class Feat

Name: Conical Channel


Prerequisites: Channel Energy
Description: You can make energy you
channel flash out from you in a single direction,
reaching farther and in a more directed
fashion. When you cast the 3-action version of
harm or heal, you can make its area a 60-foot
cone instead of a 30-foot aura.

Class Feat
Name: Sentinel at Death’s Door
Prerequisites: Grave Domain, Circle of
Mortality, Path to the Grave
Description: You gain the ability to impede
death’s progress. As a reaction when you or an
ally that you can see within 30 feet of you
suffers a critical hit, you can turn that attack
into a normal hit. Any effects triggered by a
critical hit are canceled. You can use this
feature a number of times equal to your
Wisdom modifier (minimum of once). You
regain all expended uses when you finish a
long rest.

Class Feat
Name: Champion Powers

Description: Divine power flows through


you, and you have learned to channel it to
heal others. This grants you special spells
called champion powers. You gain a pool
of Spell Points you can spend to cast
champion powers. Your maximum number
of Spell Points is equal to your Charisma
modifier (minimum 0). You regain all your
Spell Points when you prepare each day.
Your key spellcasting ability score is
Charisma, and you’re trained in spell rolls
and spell DCs for your champion powers.
Your champion powers are divine spells.
Champion powers are available only to
paladins, and they can’t be learned by
other characters. They appear in the Spells
chapter (page 192). Some paladin feats
grant you additional champion powers, and
such feats typically increase your pool of
Spell Points. The spell level of each of your
champion powers is equal to half your
character level, rounded up, and produces
heightened effects (see page 192) for
those champion powers that have
Class Feature heightened entries.
You gain the ability to cast the lay on
hands champion power by spending 1
Spell Point.

Name: Deity and Cause


Description: Paladins are divine champions
of a deity. You must choose one deity to
follow and you must have an alignment
allowed for paladins of your deity. See the list
of deities on page 72 for their allowed
alignments.
Actions fundamentally opposed to your
deity’s alignment or ideals are anathema to
your faith. A few examples of acts that would
be considered anathema appear in each
deity’s entry on pages 288–289. You and
your GM will determine whether other acts
count as anathema.
You have one of the following causes. You
must choose a cause that matches your
alignment exactly. This determines your
paladin’s reaction, grants a champion power
you gain as a special spell, and defines part
of your paladin’s code.
Class Feature 192) for those champion powers that have
heightened entries.
Name: The Paladin’s Code
Description: Each paladin follows a code of
conduct based on their alignment. This begins
with a set of tenets reflecting the overall causes
shared by all paladins of a general alignment
(such as good), then continues with tenets
defined by the paladin’s cause. Deities often add
additional strictures for their own paladins (for
instance, Shelyn’s paladins never attack first
except to protect an innocent, and they choose
and perfect an art form). Only the rules for
paladins of good alignment appear here, though
paladins of other alignments are known to exist.
The tenets are listed in order of importance,
starting with the most important. If a situation
places two tenets in conflict, you aren’t in a no-
win situation; instead, follow the most important
tenet. For instance, if you were a lawful good
paladin and an evil king asked you if innocent
lawbreakers were hiding in your church so he
could execute them, you could lie to him, since
the tenet forbidding you to lie is less important
than the tenet prohibiting the harm of an
innocent. An attempt to subvert your paladin
code by engineering a situation allowing you to
use a higher tenet to ignore a lower tenet (telling
someone that you won’t respect lawful authorities
so that the tenet of not lying supersedes the tenet
of respecting lawful authorities, for example) is a
violation of the paladin code.
If you stray from your alignment or violate your
code of conduct, you lose your Spell Point pool
and righteous ally until you demonstrate your
repentance by conducting an atone ritual (see
page 275), but you keep any other paladin
Class Feature abilities that don’t require those class features. If
your alignment shifts but is still one allowed by
your deity, your GM might let you retrain your
cause while still following the same deity.

Name: Righteous Ally


Description: Your devotion to the cause of good
attracts the attention of a holy spirit to aid you on your
journey. This spirit can take many forms, each
granting you abilities and advantages. Once you have
chosen the ally’s form, it cannot be changed.
The following are righteous allies:
Blade Ally: A spirit of valor inhabits your weapon,
granting it additional power. Select one weapon each
morning when you make your daily preparations. In
your hands, the weapon gains your choice of the
disrupting, ghost touch, returning, or shifting property
(see page 370), without it counting against the
weapon’s maximum number of properties. In addition,
you gain access to the weapon’s critical specialization
effect.
Class Feature
Name: Glimpse of Redemption (Reaction)
Trigger: An enemy attacks one of your allies
or a creature that’s friendly to you. Both the
enemy and ally or friendly creature that’s
friendly to you. Both the enemy and ally or
friendly creature must be within 15 feet of you.
Description: The ally or friendly creature gains
resistance to all damage from the triggering
attack. This resistance equals 2 + your level.
You cause your foe to hesitate under the
weight of their sins, as visions of possible
redemption play out in their mind’s eye. The
foe chooses one of two options:
The triggering attack is disrupted. It still counts
against the foe’s multiple attack penalty
After its attack, the enemy becomes enfeebled
2 until the end of its next turn.
Class Feat

Name: Retributive Strike (Reaction)


Trigger: An enemy attacks one of your allies
or a creature that’s friendly to you. Both the
enemy and ally or friendly creature must be
within 15 feet of you.
Description: The ally or friendly creature gains
resistance to all damage from the triggering
attack. This resistance equals 2 + your level. If
the enemy is within your reach, make a melee
Strike against that creature with a –2 penalty to
the attack roll.

Class Feat

Name: Vengeful Oath


Description: You’ve sworn an oath to hunt down the most
heinous evildoers and bring them to celestial judgment, no
matter where they hide. Add the following tenet to your
paladin’s code after the other tenets: “You must hunt down
and exterminate evil creatures that have committed heinous
atrocities as long as you have a reasonable chance of
success and aren’t engaged in a mission that would prevent
your doing so.” You can use lay on hands to damage an evil
creature as if it were undead; in this case, it deals good
damage instead of positive damage and gains the good trait.
This doesn’t prevent you from healing an evil creature with lay
on hands, and you can’t use it to determine a creature’s
alignment if you aren’t sure.
Name: Tenets of Vengeance
Prerequisites: Oath of Vengeance
Description: The tenets of the Oath of
Vengeance vary by paladin, but all the tenets
revolve around punishing wrongdoers by any
means necessary. Paladins who uphold these
tenets are willing to sacrifice even their own
righteousness to mete out justice upon those
who do evil, so the paladins are often neutral
or lawful neutral in alignment. The core
principles of the tenets are brutally simple.
Fight the Greater Evil: Faced with a choice of
fighting my sworn foes or combating a lesser
evil, I choose the greater evil.
No Mercy for the Wicked: Ordinary foes
might win my mercy, but my sworn enemies do
not.
By Any Means Necessary: My qualms can't
get in the way of exterminating my foes.
Restitution: If my foes wreck ruin on the
world, it is because I failed to stop them. I must
help those harmed by their misdeeds.

Channel Divinity
You gain the following two Channel Divinity
options.
Abjure Enemy: As an action, choose one
creature within 60 feet of you that you can see.
That creature must make a Will saving throw,
unless it is immune to being frightened. Fiends
and undead have disadvantage on this saving
throw. On a failed save, the creature is
frightened for 1 minute or until It takes any
damage. While frightened,the creature's speed
is 0, and It can't benefit from any bonus to its
speed. On a successful save, the creature's
speed is halved for 1 minute or until the
creature takes any damage.
Vow of Enmity: As a action, you can utter a
vow of enmity against a creature you can see
within 10 feet of you. You gain advantage on
attack rolls against the creature for 1 minute or
until it drops to 0 hit points or falls
unconscious.
Class Feat
Name: Blade of Justice (1 action)
Prerequisites: righteous ally (blade)
Description: Your righteous weapon becomes
a powerful tool against evildoers. Select one
foe that you can see, calling that enemy to face
judgment. Until the start of your next turn, your
damage rolls with your righteous weapon
against that foe gain a conditional bonus equal
to the number of weapon damage dice. This
damage applies only if the foe is evil. This
bonus damage is good damage.
If the foe attacks one of your allies, the
duration extends to the end of that foe’s next
turn. If the foe continues to attack one of your
allies each turn, the duration continues to
extend.

Class Feat
Name: Arcane Reconstruction
You have mastered the knowledge of using
magic to repair things. You learn the mending
cantrip, and can cast it at will. Additionally, you
learn the heal spell(At level 1).When you cast
heal, it can heal constructs in addition to
normally valid targets.

Class Feat

Name: Power Fist


Prerequisites: Warsmith
Description: You upgrade your Mechplate
gauntlet to reflect a commitment to using it to
punch things, with increased reinforcement
and weight, and better arm support from your
suit. Your Mechplate gauntlet's is upgraded to
a magical weapon you have proficiency with
dealing 1d8 bludgeoning damage and gains
the Light and Special properties. At level 5, this
magic weapon gains a +1 to attack and
damage rolls; this increases to a +2 at level 14.

Class Feat
Name: Power Fist
Prerequisites: Warsmith
Description: You upgrade your Mechplate
gauntlet to reflect a commitment to using it to
punch things, with increased reinforcement
and weight, and better arm support from your
suit. Your Mechplate gauntlet's is upgraded to
a magical weapon you have proficiency with
dealing 1d8 bludgeoning damage and gains
the Light and Special properties. At level 5, this
magic weapon gains a +1 to attack and
damage rolls; this increases to a +2 at level 14.

Class Feat

Name: Force Blast


Prerequisites: Warsmith
Description: You upgrade your Mechplate
gauntlet to allow you to make a ranged spell
attack. The weapon fires blasts of arcane
energy which deal 1d8 + your Intelligence
modifier Force damage. The range is 30 feet.
You are proficient in this weapon. When you
take the attack action, you can use this ranged
spell attack in place of any attack made.

Class Feat
Thunder Cannon: At 1st level, you forge a
deadly firearm using a combination of arcane
magic and your knowledge of engineering and
metallurgy. This firearm is called a Thunder
Cannon.
You are proficient with the Thunder Cannon.
The firearm is a two-handed ranged weapon
that deals 2d6 piercing damage. Its range is
180 feet. Once fired, it must be reloaded as a
action. If you lose your Thunder Cannon, you
can create a new one over the course of three
days of work (eight hours each day) by
expending 200 gp worth of metal and other raw
materials. You can create multiple Thunder
Cannons, but you can only be attuned to one
of them at a given time and can only change
which one you are attuned to during a long
rest. If you create a new Thunder Cannon, you
can apply a number of Upgrades equal to the
amount of class feats.

Damage: 2d6 piercing


Class Feat Weight 15 lb.
Properties: Two-handed
Range:180

Thundermonger: At 3rd level, you've


developed the arcane engineering skill to
upgrade your Thundercannon to deliver its
shots with greater force. Once per turn, you
can deal an extra 1d6 thunder damage to one
creature you hit with an Attack using the
Thunder Cannon. After discharging this bonus
damage, the you cannot deal this bonus
damage again until the start of your next turn.
This extra damage increases by 1d6 when you
reach certain levels in this class: 5th level
(2d6), 7th level (3d6), 9th level (4d6), 11th
level (5d6), 13th level (6d6), 15th level (7d6),
17th level (8d6), and 19th level (9d6).
Class Feat
Devastating Blasts:
Beginning at 5th level, when you miss an
attack with your Thunder Cannon, you can still
choose to apply your Thundermonger damage
to the target creature you missed, but it deals
only half the bonus damage.
Class Feat

Name: Extended Barrel


Prerequisites: Cannonsmith
Description: You extend the length of your
Thunder Cannon’s barrel and add rifling. The
normal weapon range of your Thunder Cannon
increases by 90 feet, feet. You can apply this
upgrade up to 2 times. After applying this
twice, if you have the Lightning Charged
Bayonet upgrade, the Bayonet gains the
Reach property.

Name: Lightning Charged Bayonet.


Prerequisites: Cannonsmith
Description: You affix a short blade to the
barrel of your Thunder Cannon, allowing you to
make a melee weapon attack with it. The blade
is a finesse weapon melee weapon that you
are proficient with, and deals 1d6 piercing
damage. The blade can be used to apply
Thundermonger bonus damage. When
Thundermonger bonus damage is dealt with a
bayonet attack, the damage type is lightning.
Dealing damage this way counts as applying
Thundermonger damage for the turn.

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