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D&D Essential spells and skills.

D&D Essential spells and skills.

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D&D, Essential, Skillsfrom Chub

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This is the information and guildline for all Classes in D&D 5e, including skills, spells of different classes.

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D&D Essential spells and skills.

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  1. #1Cleric

    Keys: Cleric job, Cleric, Cleric spells

    🧿 Cleric Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Spell Level: Cantrips & 1st-level spells

    Notable Spells:

    Cure Wounds, Healing Word, Bless, Guiding Bolt, Sanctuary, Detect Magic, Shield of Faith

    Class Features:

    Choose Divine Domain

    Spellcasting (WIS)

    Domain Features (e.g. Bonus Proficiency, Domain Spells, Wrath of the Storm, Warding Flare)

    What They Can Do:

    Heal minor wounds, protect allies, smite lightly

    Start turning undead (some domains), provide utility

    Limited spell slots — need to choose wisely

    Iron (Rank D) — Levels 3–4 Spell Level: Unlocks 2nd-level spells

    Notable Spells:

    Aid, Lesser Restoration, Spiritual Weapon, Hold Person, Prayer of Healing, Silence, Calm Emotions

    Class Features:

    Channel Divinity (1/rest) (e.g. Turn Undead, Preserve Life, Radiance of the Dawn, Invoke Duplicity)

    What They Can Do:

    Support the party mid-combat, heal multiple targets

    Control enemies with paralysis or silence

    Deploy floating weapons, bless or shield party

    Steel (Rank C) — Levels 5–7 Spell Level: 3rd-level spells

    Notable Spells:

    Revivify, Spirit Guardians, Dispel Magic, Bestow Curse, Beacon of Hope, Mass Healing Word

    Class Features:

    Destroy Undead (CR 1/2)

    2nd Channel Divinity effect (domain-specific)

    What They Can Do:

    Radiant AOE control (Spirit Guardians)

    Revive freshly dead allies (Revivify)

    Cleanse curses and magic, protect large groups

    Emerging as battlefield leaders

    Silver (Rank B) — Levels 8–10 Spell Level: 4th & 5th-level spells

    Notable Spells:

    Guardian of Faith, Death Ward, Divination, Greater Restoration, Flame Strike, Raise Dead, Dispel Evil and Good

    Class Features:

    Divine Strike or Potent Spellcasting (domain-dependent)

    Destroy Undead (CR 1)

    What They Can Do:

    Restore major conditions, raise long-dead allies

    Drop divine guardians or call radiant fire

    Serve as high clerics in temples or holy orders

    Gold (Rank A) — Levels 11–13 Spell Level: Up to 6th-level spells

    Notable Spells:

    Heal, Word of Recall, Harm, Heroes’ Feast, Blade Barrier

    Class Features:

    Improved Channel Divinity

    Destroy Undead (CR 2)

    What They Can Do:

    Instantly restore massive HP pools

    Teleport party to a sanctum (Word of Recall)

    Use divine feasts for buffs and curse immunity

    Operate as elite forces in divine wars or court matters

    Platinum (Rank S) — Levels 14–16 Spell Level: Up to 8th-level spells

    Notable Spells:

    Earthquake, Holy Aura, Antimagic Field, Control Weather, Sunburst

    Class Features:

    Destroy Undead (CR 3)

    Domain capstone features (Avatar of Battle, Improved Flare, Supreme Healing)

    What They Can Do:

    Wield divine magic at regional scale

    Radiate holy protection (Holy Aura)

    Lead churches, change battlefields, silence entire armies

    Hero of the Realm (Rank SS) — Levels 17–19 Spell Level: Unlocks 9th-level spells

    Notable Spells:

    Mass Heal, True Resurrection, Gate, Storm of Vengeance, Astral Projection

    Class Features:

    Destroy Undead (CR 4)

    Divine Intervention (high success chance)

    What They Can Do:

    Heal armies, call deities through Gate, raise the long-dead

    End plagues, summon storms across regions

    Move like avatars, shift fate itself in moments

    Eternal (Rank SSS) — Level 20 Spell Level: Max power — all spell slots unlocked

    Class Features:

    Divine Intervention automatically succeeds

    What They Can Do:

    Rebuild cities, stop apocalypses, rewrite destiny

    Has their deity's direct blessing — sometimes mistaken for the deity

    Sought out by nations, feared by evil planes

  2. #2Barbarian

    Keys: Barbarian Fury, Barbarian strength, Barbarian

    🪓 Barbarian Capabilities by Adventurer's Guild Rank (Assumes all subclass features are known for narrative use. Feats are general options, not player-chosen.)

    Copper (Rank E) — Levels 1–2 Core Features:

    Rage (2/day)

    Unarmored Defense (AC = 10 + DEX + CON)

    Danger Sense (advantage on DEX saves)

    Reckless Attack (advantage on melee attacks; enemies get advantage too)

    What They Can Do:

    Enter battle fueled by fury

    Tank basic melee hits

    Jump into danger with no fear

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 New Features:

    Primal Path unlocked — Narratively has:

    Frenzy, Totem Spirit, Storm Aura, Divine Fury, Wild Surge

    Rage (3/day)

    What They Can Do:

    Gain subclass powers like bonus attacks, auras, resistance, or spiritual damage

    Rage now affects the environment or deals radiant bursts

    Can track enemies like a beast, or shrug off magical effects

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Extra Attack

    Fast Movement (+10 ft speed)

    Feral Instinct: Advantage on initiative and act in surprise rounds

    Rage (3/day)

    What They Can Do:

    Attack twice per turn

    Ambush enemies with unmatched speed

    Leads charges, chases down spellcasters

    Aura storms, spirit animals, or divine wrath surge during rage

    Possible Feats:

    Great Weapon Master

    Tavern Brawler

    Mobile

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Brutal Critical (1 die)

    Totemic Attunement, Retaliation, Zealous Presence, Shielding Storm, Infectious Fury

    What They Can Do:

    Deal devastating crits

    Strike back instantly when hit

    Provide powerful rage effects: knockback enemies, grant resistance to allies, or terrify foes

    Buff allies mid-fight with divine zeal or spirit magic

    Possible Feats:

    Sentinel

    Durable

    Slasher

    Gold (Rank A) — Levels 11–13 Upgrades:

    Relentless Rage (drop to 1 HP instead of 0 with CON save)

    Brutal Critical (2 dice)

    Rage (4/day)

    What They Can Do:

    Refuse to fall in battle

    Rip through enemies with massive crits

    Instinctively protect allies or force enemies to focus on them

    Still surging with elemental fury, spirit powers, divine rage, or chaos surges

    Possible Feats:

    Tough

    Resilient (CON)

    Savage Attacker

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Subclass Capstone Features (all unlocked):

    Totem control, Frenzy endurance, Divine revival, Storm barrier, Mind-bending rage effects

    ASI / Feat

    Rage (4/day)

    What They Can Do:

    Lead warbands, take on dragons, shrug off death magic

    Rage tears the ground, deafens foes, burns with radiant energy

    Cannot be controlled, dominated, or turned away — divine rage sustains them

    Possible Feats:

    Alert

    Athlete

    Crusher

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Persistent Rage: Rage never ends unless you want it to

    Brutal Critical (3 dice)

    Indomitable Might: STR checks auto-succeed if roll < STR score

    What They Can Do:

    Move mountains (literally), leap chasms, resist everything

    Rage sustains across entire wars

    Legendary fury that shakes morale or inspires armies

    A one-person siege engine — magic can barely hold them

    Possible Feats:

    Great Weapon Master (if not taken earlier)

    Lucky

    Polearm Master

    Eternal (Rank SSS) — Level 20 Capstone:

    Primal Champion: +4 STR and CON (max 24)

    Unlimited Rage

    What They Can Do:

    Strike with divine-tier force

    Regenerate like a god, fight endlessly

    Can battle titans, resist plane shifts, rip soulbound chains

    Legends say even the gods fear a Barbarian who never tires

    Possible Feats:

    Any of the above — they’ve mastered them all

  3. #3Assassin

    Keys: Assassin skills, Assassin power, Assassin

    🗡️ Assassin (Rogue Subclass) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Sneak Attack (1d6 → 1d6+DEX)

    Expertise (2 skills)

    Thieves’ Cant

    Cunning Action (Lv 2): Dash, Disengage, or Hide as bonus action

    What They Can Do:

    Strike from shadows with precise dagger or bow shots

    Move quickly through combat zones

    Start sneaking and setting up kill angles

    Hasn’t killed royalty yet, but knows how to slip past guards

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 New Features:

    Sneak Attack (2d6)

    Assassinate:

    Advantage vs targets who haven’t acted

    Auto-crit on surprised creatures

    Roguish Archetype: Assassin unlocked

    What They Can Do:

    Kill targets before they move

    Infiltrate lightly guarded places with ease

    Assassinate basic NPCs in one surprise round

    Best when acting first and alone

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Uncanny Dodge (Lv 5): Halve damage from an attacker

    Evasion (Lv 7): No damage on DEX saves if successful

    Sneak Attack (3d6 → 4d6)

    Cunning Action gets sharper

    What They Can Do:

    Survive traps, spells, and AOEs like a ghost

    Backstab for 4d6 + crit if surprising

    Excellent scout, infiltrator, and silent killer

    Can now escape after striking — slippery and lethal

    Possible Feats:

    Alert

    Skulker

    Mobile

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Sneak Attack (5d6)

    Infiltration Expertise (Lv 9): Create false identities over downtime

    Reliable Talent (Lv 10): Skill checks never roll below 10

    What They Can Do:

    Impersonate nobles, infiltrate courts, slip into castles unnoticed

    Auto-succeed stealth and deception in most scenes

    Deadly with initiative; surprise = instant death

    Master of set-ups, sabotage, and single-round burst kills

    Possible Feats:

    Sharpshooter

    Actor

    Poisoner

    Gold (Rank A) — Levels 11–13 Upgrades:

    Sneak Attack (6d6 → 7d6)

    Reliable Talent active full-time

    ASI / Feat

    What They Can Do:

    Kill mid-bosses in a single surprise round

    Operate without failure on infiltration or disguise

    Use poisons, tools, and traps with professional efficiency

    Battlefield assassin — appears, kills, vanishes

    Possible Feats:

    Observant

    Crossbow Expert

    Elven Accuracy

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Blindsense (10 ft) (Lv 14): Detect hidden creatures nearby

    Sneak Attack (8d6)

    ASI / Feat

    What They Can Do:

    Detect invisible or hiding targets

    Strike in magical darkness, bypass illusions

    Blend into cities, strongholds, or planes

    Capable of high-value assassinations under magical security

    Possible Feats:

    Lucky

    Piercer

    Resilient (DEX)

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Sneak Attack (9d6 → 10d6)

    Death Strike (Lv 17): If surprise hits, CON save or double damage

    Elusive (Lv 18): Cannot be hit with advantage

    What They Can Do:

    Execute surprise attacks that instantly kill even powerful beings

    Impossible to trap — immune to surprise and advantage

    Operates at the level of mythical bladesmen or divine agents

    Can assassinate a general mid-war without ever being seen

    Possible Feats:

    Dual Wielder

    Sentinel

    Magic Initiate (Wizard)

    Eternal (Rank SSS) — Level 20 Capstone:

    Stroke of Luck: Auto-succeed failed attack or ability check once per rest

    Sneak Attack (10d6)

    Master of infiltration, disguise, sabotage, and kill execution

    What They Can Do:

    Kill anything that breathes — instantly, if unprepared

    Rewrite identities, spark wars, vanish into smoke

    Perfect assassin — feared even among gods, trusted only by the dead

    Lore calls them "the blade behind the throne"

    Possible Feats:

    Any — they're the blueprint now

  4. #4Warrior, Swordman

    Keys: Warrior, Swordman skills, Swordman power, Swordman

    ⚔️ Swordsman (Fighter: Champion Archetype) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Fighting Style (e.g. Dueling, Defense, Two-Weapon Fighting)

    Second Wind: Bonus action self-heal (1d10 + level)

    Action Surge (1/rest) (Lv 2): Take an extra action

    What They Can Do:

    Duel or defend with technical precision

    Outlast other rookies with healing and burst

    Learn stances, parries, and the flow of battle

    Good sword control but limited field experience

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Subclass Unlocked: Champion

    Improved Critical (19–20)

    Specialises in weapon mastery, reflex, and reliability

    What They Can Do:

    Hit harder, crit more often

    Begin winning clean 1v1s

    Can chain together well-timed attacks and defensive moves

    More stamina, more fluidity in combat

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Extra Attack (2 attacks per action)

    Action Surge (still 1/rest)

    Second Wind gets stronger

    Martial Archetype Boost (Lv 7): Remarkable Athlete (adds to STR/DEX rolls)

    What They Can Do:

    Cut through mid-tier enemies with clean form

    Sustain longer battles with heals and stamina

    Strike twice, then Action Surge for four total hits

    Classic swordmaster feel — pressure and punish

    Possible Feats:

    Great Weapon Master

    Shield Master

    Tavern Brawler

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Indomitable (1/day): Reroll a failed saving throw

    Improved Crit remains active

    Physical skills (Athletics, Acrobatics, etc.) become near-perfect

    What They Can Do:

    Out-duel lieutenants or elite knights

    Dodge fireballs with willpower and raw grit

    Leap gaps, parry magic, flip enemies

    Fully formed adventurer with refined style

    Possible Feats:

    Sentinel

    Athlete

    Slasher

    Gold (Rank A) — Levels 11–13 Upgrades:

    Extra Attack (2) becomes Extra Attack (3)

    Indomitable (2/day)

    ASI / Feat

    What They Can Do:

    Land 3–6 strikes per round using Action Surge

    Sustain against magic users and monsters

    Their swordplay is studied by squires and nobles

    Legends start with feats from this rank

    Possible Feats:

    Polearm Master

    Dual Wielder

    Lucky

    Platinum (Rank S) — Levels 14–16 Upgrades:

    ASI / Feat

    Indomitable (3/day)

    Still benefits from constant crit chance and high attacks per round

    What They Can Do:

    Rip through armies — war generals and siege units alike

    Parry magic, break siege engines, duel dragons

    Unshakable morale and complete sword mastery

    Possible Feats:

    Mage Slayer

    Resilient (WIS or DEX)

    Inspiring Leader

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Action Surge (2/rest)

    Survivor (Lv 18): Heal 5 + CON per round if under half HP

    Crits still at 19–20

    What They Can Do:

    Unkillable in battle — healing kicks in automatically

    Unleashes 6 attacks + bonus actions in a single turn

    Cuts through epic monsters, holds back demon lords

    Leads from the front — commander and slayer

    Possible Feats:

    Great Weapon Master (if not taken)

    Battle Master Initiate

    Savage Attacker

    Eternal (Rank SSS) — Level 20 Capstone:

    Extra Attack (3) — stays at 3

    Max feats/ASI — fully optimized build

    Legendary-level healing, stamina, and kill potential

    What They Can Do:

    Strike 3–6 times per round — every swing could crit

    Take on whole platoons, finish wars solo

    Blade becomes a myth — named in books, engraved in shrines

    A master swordsman whose form defines the art itself

    Possible Feats:

    All relevant ones — they're the example all others follow

  5. #5Ranger

    Keys: Ranger, Ranger abilities, Ranger power, Ranger skills

    🏹 Ranger (Hunter Archetype) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Favored Enemy: Knows how to track and fight one type of creature (e.g. beasts, undead)

    Natural Explorer: Advantage on navigation, tracking, foraging in a chosen terrain

    Spellcasting (Lv 2): Gains 1st-level spells

    Fighting Style: Archery, Two-Weapon Fighting, or Defense

    Notable Spells: Hunter's Mark, Cure Wounds, Absorb Elements

    What They Can Do:

    Track enemies across wilderness

    Mark and chase priority targets

    Survive well in natural terrain

    Skilled with bow or dual blades

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Subclass Unlocked: Hunter

    Hunter’s Prey Options:

    Colossus Slayer, Giant Killer, or Horde Breaker

    Spell Level: 2nd-level spells unlocked

    Notable Spells: Pass Without Trace, Spike Growth, Lesser Restoration

    What They Can Do:

    Bonus damage on wounded foes or clear mobs

    Disable groups with terrain spells

    Become nearly undetectable while tracking or hiding

    Gain strong anti-creature tactics

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Extra Attack

    Land’s Stride: Move through difficult terrain without penalty

    Spell Level: 2nd-level spells continue

    What They Can Do:

    Fire two arrows or slash twice per round

    Sprint through vines, magic terrain, or battlefield debris

    Drop Spike Growth and fight within it freely

    Fully functional skirmisher, scout, or rearline striker

    Possible Feats:

    Sharpshooter

    Mobile

    Dual Wielder

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Defensive Tactics (e.g. Escape the Horde, Multiattack Defense)

    Spell Level: 3rd-level spells unlocked

    Notable Spells: Conjure Animals, Lightning Arrow, Protection from Energy

    What They Can Do:

    Call beasts into battle

    Defend themselves when swarmed

    Attack with explosive magic-infused arrows

    Extremely mobile and hard to pin down

    Possible Feats:

    Alert

    Skulker

    Fey Touched

    Gold (Rank A) — Levels 11–13 Upgrades:

    Multiattack Option (e.g. Volley or Whirlwind Attack)

    Improved Terrain Mastery, better stealth/survival

    Spell Level: Higher 3rd-level access

    What They Can Do:

    Hit all enemies in a cone or area

    Use terrain to vanish or reposition instantly

    Deal massive burst damage against clustered foes

    High-tier battlefield controller, forest guardian, or city hunter

    Possible Feats:

    Elven Accuracy

    Resilient (DEX or WIS)

    Piercer

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Vanish: Hide as a bonus action, immune to tracking

    ASI / Feat

    Spell Level: Access to 4th-level spells

    Notable Spells: Greater Invisibility, Freedom of Movement, Locate Creature

    What They Can Do:

    Go invisible, reposition, escape binds or traps

    Vanish from magical tracking

    Strike unseen, scout entire enemy camps alone

    Move like a shadow — even dragons may lose track

    Possible Feats:

    Lucky

    Observant

    Ritual Caster

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Evasion, Feral Senses (see invisible at close range)

    Spell Level: 5th-level spells unlocked

    Notable Spells: Swift Quiver, Commune with Nature, Tree Stride

    What They Can Do:

    Fire 4 arrows per turn using Swift Quiver

    Blur between trees, move instantly through forests

    Evade magical AOE spells entirely

    Can lead nature-based armies or protect entire provinces

    Possible Feats:

    Crossbow Expert

    Inspiring Leader

    Magic Initiate (Druid)

    Eternal (Rank SSS) — Level 20 Capstone:

    Foe Slayer: Add WIS modifier to attacks or damage vs favored enemy

    Spellcasting maxed

    What They Can Do:

    Hit with supernatural precision

    Embody the wild — master hunter, scout, ranger-lord

    Take down legendary beasts, track gods through planes

    Become one with the land — protector of balance

    Possible Feats:

    Any — at this level, they’re an apex hunter

  6. #6Warlock

    Keys: Warlock, Warlock power, Warlock pack, Warlock spells

    🜄 Warlock (Hexblade) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Pact Magic: 1–2 spell slots (recover on short rest)

    Eldritch Blast (cantrip): Your bread-and-butter attack

    Otherworldly Patron: Choose Hexblade

    Hexblade’s Curse, CHA for weapon attacks, medium armour + shields

    Invocations (Lv 2): Passive magical abilities

    Spell Level: 1st-level only

    Notable Spells: Hex, Shield, Witch Bolt, Armor of Agathys

    What They Can Do:

    Fight in melee or range using CHA-based weapons or blasts

    Debuff enemies and siphon their strength

    Start making deals, casting minor hexes, and gathering secrets

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Upgrades:

    Pact Boon (Lv 3): Pact of the Blade, Chain, or Tome

    More Invocations (e.g. Devil’s Sight, Agonizing Blast)

    Hexblade Smite (from subclass)

    Spell Level: 2nd-level

    Notable Spells: Misty Step, Mirror Image, Hold Person, Invisibility

    What They Can Do:

    Strike hard with cursed weapon + smite

    Use invisibility, teleportation, and charm mid-fight

    Start building a signature style: blast-heavy, sneaky, or pact-bound

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Eldritch Blast (2 beams)

    Pact Slot Level = 3rd (huge scaling jump)

    Thirsting Blade (Extra Attack for Pact of the Blade)

    More Invocations (4+)

    Notable Spells: Counterspell, Dispel Magic, Fly, Hunger of Hadar

    What They Can Do:

    Become dangerous in melee or ranged magic

    Blast 2× with Eldritch Blast or strike twice in melee

    Zone enemies with darkness or tentacle voids

    Fight smarter, curse harder, disappear faster

    Possible Feats:

    War Caster

    Eldritch Adept

    Shadow Touched

    Silver (Rank B) — Levels 8–10 Upgrades:

    More Invocations (6+)

    Spell Slot Level = 5th

    Ability Score Improvement / Feat

    Mystic Arcanum (Lv 11): 6th-level 1/day spell

    Notable Spells: Banishment, Greater Invisibility, Synaptic Static, Circle of Death

    What They Can Do:

    Remove key targets, manipulate the battlefield

    Deal massive psychic/radiant/necrotic damage

    Start feeling like a boss-tier spell assassin

    Possible Feats:

    Fey Touched

    Tough

    Resilient (CON)

    Gold (Rank A) — Levels 11–13 Upgrades:

    Eldritch Blast (3 beams)

    Mystic Arcanum (7th-level)

    More Invocations (8+)

    Notable Spells: Forcecage, Finger of Death, Teleport, Plane Shift

    What They Can Do:

    Blast apart crowds with 3 beams + agonizing damage

    Kill with a word or teleport between planes

    Pact powers begin bending the rules of death or space

    Possible Feats:

    Polearm Master

    Alert

    Inspiring Leader

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Hexblade Feature (Lv 14): Master of Hexes (spread curse on kill)

    Mystic Arcanum (8th-level)

    More Invocations

    Notable Spells: Power Word Stun, Glibness, Feeblemind

    What They Can Do:

    Disable minds, stop spellcasters, manipulate fate

    Kill one target, mark the next — endless chain

    Entire armies falter when they whisper a curse

    Possible Feats:

    Telekinetic

    Piercer

    Lucky

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Mystic Arcanum (9th-level spell)

    Eldritch Blast (4 beams)

    Invocations nearly maxed

    Notable Spells: Foresight, True Polymorph, Wish (if GM allows)

    What They Can Do:

    Rewrite the world with a single phrase

    Blast for 4× beams of CHA-mod force

    Control armies, grant visions, become shadow kings

    Possible Feats:

    Magic Initiate (Cleric or Sorcerer)

    Spell Sniper

    Eldritch Adept (if not taken earlier)

    Eternal (Rank SSS) — Level 20 Capstone:

    Eldritch Master (Regain all spell slots with 1-minute pact to patron)

    Full Mystic Arcanum unlocked: 6th–9th spells, 4 max pact slots

    Nearly all invocations mastered

    What They Can Do:

    Become a living extension of their patron’s will

    Infinite power over time (rest and recover spells at will)

    Soulbound entity — their name etched into infernal, fey, or void history

    Not just feared — avoided by gods

    Possible Feats:

    Any — they are pact-made perfection

  7. #7Paladin

    Keys: Paladin oath, Paladin power, Paladin, Paladin spells

    ⚖️ Paladin (Oath of Vengeance) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Divine Sense (detect celestials/fiends/undead)

    Lay on Hands (healing pool = 5 × level)

    Fighting Style (e.g. Defense, Dueling)

    Spellcasting begins (Lv 2)

    Divine Smite (Lv 2): Burn spell slot to deal radiant damage on hit

    Spell Level: 1st-level

    Notable Spells: Bless, Cure Wounds, Shield of Faith, Searing Smite

    What They Can Do:

    Heal wounds and cleanse poison

    Smite foes with radiant bursts

    Detect unholy beings, protect the weak

    Still learning — not yet a full holy knight

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Subclass Unlocked: Oath of Vengeance

    Oath Spells: Hunter’s Mark, Bane, Hold Person, Misty Step

    Channel Divinity (1/rest): Abjure Enemy, Vow of Enmity (advantage vs target)

    What They Can Do:

    Lock onto a single target and destroy them

    Teleport, stun, or weaken enemies

    Start roleplaying divine mission — justice, revenge, protection

    Radiant duelist or front-line divine hunter

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Extra Attack

    Aura of Protection (Lv 6): Allies within 10 ft gain CHA bonus to saves

    Smite scaling increases

    Spell Level: 2nd-level

    Notable Spells: Find Steed, Magic Weapon, Lesser Restoration, Zone of Truth

    What They Can Do:

    Smite twice in a round, crit for massive radiant burst

    Boost party saves passively

    Gain loyal celestial or fey mount

    Shield and spearhead in large-scale battle

    Possible Feats:

    Great Weapon Master

    Shield Master

    Mounted Combatant

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Aura of Protection expands

    Divine Health (immune to disease)

    Improved Divine Smite (Lv 11): +1d8 radiant on every melee hit

    Spell Level: Up to 3rd-level

    Notable Spells: Blinding Smite, Revivify, Crusader’s Mantle, Remove Curse

    What They Can Do:

    Heal fallen allies, bless entire groups in combat

    Passively deal radiant damage on every strike

    A full-fledged divine warrior — protector of the realm

    Possible Feats:

    Sentinel

    Inspiring Leader

    Resilient (CHA)

    Gold (Rank A) — Levels 11–13 Upgrades:

    Aura of Courage (Lv 10): Allies immune to fear

    Cleansing Touch (Lv 14): End spell effects on self/allies

    Spell Level: Up to 4th-level

    Notable Spells: Death Ward, Banishment, Staggering Smite

    What They Can Do:

    Radiate fearlessness, purge magic, keep allies standing

    Cleanse cursed wounds or dispel enchantments mid-fight

    Enemy generals begin to fear their arrival

    Possible Feats:

    Tough

    War Caster

    Telepathic

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Aura Range Increases to 30 ft

    Channel Divinity (2/rest)

    Divine Smite caps at 5d8

    Spell Level: 4th-level maxed

    What They Can Do:

    Become a living divine zone — saving throws, fear immunity, spell cleansing

    Smite as a reflex

    Walk into enemy lines and cause them to fall back in fear

    Possible Feats:

    Polearm Master

    Ritual Caster

    Fey Touched

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Aura of Protection / Courage (30 ft)

    Cleansing Touch (3x per day)

    All Paladin auras at max range

    Spell Level: Up to 5th-level

    Notable Spells: Destructive Wave, Circle of Power, Geas

    What They Can Do:

    Quake the earth with divine wrath

    Buff all allies against spell effects

    Judge enemies with divine edict (Geas)

    Walk with the confidence of kings — feared and revered

    Possible Feats:

    Lucky

    Durable

    Mage Slayer

    Eternal (Rank SSS) — Level 20 Capstone:

    Sacred Oath Capstone (Avenging Angel)

    Wings, frighten enemies, radiant form (1 min, 1/long rest)

    Aura, smite, healing, defense — all maximized

    What They Can Do:

    Take radiant flight and inspire awe or terror

    Embody their Oath — divine avatar in war

    Raise cities, lead armies, or walk alone into a demon horde and emerge glowing

    Possible Feats:

    Any — they've become the sword of divine judgement

  8. #8Bard

    Keys: Bard power, Bard abbilities, Bard spells, Bard

    🎵 Bard (College of Lore) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Spellcasting (CHA-based): Full caster

    Bardic Inspiration (d6) (Uses = CHA mod, Bonus Action)

    Jack of All Trades (Lv 2): Half proficiency on all skills

    Song of Rest (Lv 2): Heal allies during short rest

    Spell Level: Cantrips + 1st-level spells

    Notable Spells: Healing Word, Dissonant Whispers, Faerie Fire, Charm Person

    What They Can Do:

    Buff allies mid-battle

    Weaken enemy morale with music or words

    Smooth talk through problems

    Swiss army knife in the party

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Subclass Unlocked: College of Lore

    Bonus Proficiencies (3 skills)

    Cutting Words: Subtract Bardic Inspiration from enemy attacks/rolls

    Spell Level: 2nd-level spells unlocked

    Notable Spells: Suggestion, Detect Thoughts, Enhance Ability, Mirror Image

    What They Can Do:

    Disrupt enemy attacks with witty put-downs

    Read minds, manipulate decisions, charm or distract

    Make allies stronger in every situation

    A support powerhouse — stealth, control, utility

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Bardic Inspiration (d8)

    Font of Inspiration (Lv 5): Restores uses on short rest

    Countercharm (Lv 6): Protects allies from fear/charm

    Additional Magical Secrets (Lv 6): Learn 2 spells from any class

    Spell Level: Up to 4th-level

    Notable Spells: Hypnotic Pattern, Dispel Magic, Dimension Door, Fireball (via Secrets)

    What They Can Do:

    Become the party’s “any-situation” problem solver

    Drop battlefield control spells

    Copy wizard, cleric, or druid spells on demand

    Still boosting party while disarming enemies with flair

    Possible Feats:

    Inspiring Leader

    War Caster

    Elven Accuracy

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Bardic Inspiration (d8 → d10)

    Expertise (Lv 10): Mastery in 2 skills

    Magical Secrets (Lv 10): 2 more off-list spells

    Spell Level: Up to 5th-level

    Notable Spells: Greater Invisibility, Mass Suggestion, Wall of Force

    What They Can Do:

    Become untouchable with invisibility and mobility

    Force enemies to flee, forget, or surrender

    Speak with near-divine authority — diplomacy or manipulation

    Possible Feats:

    Actor

    Fey Touched

    Lucky

    Gold (Rank A) — Levels 11–13 Upgrades:

    Magical Secrets (Lv 14): Learn two more off-list spells

    Bardic Inspiration (d10)

    Spell Level: Up to 7th-level

    Notable Spells: Forcecage, Resilient Sphere, Teleport, Heroes’ Feast

    What They Can Do:

    Transport the party anywhere

    Lock down enemies with magic prisons

    Inspire courage, protect minds, lead nations

    Equal parts support, control, and utility master

    Possible Feats:

    Skulker

    Resilient (CON)

    Magic Initiate (Cleric/Wizard)

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Peerless Skill: Add Bardic Inspiration to own ability checks

    Bardic Inspiration (d12)

    Spell Level: Up to 8th-level

    Notable Spells: Dominate Monster, Glibness, Power Word Stun

    What They Can Do:

    Out-talk gods, manipulate dragons, silence tyrants

    Inspire others with words alone — even non-combat encounters

    Turn a failed persuasion or performance into victory

    Possible Feats:

    Telepathic

    Observant

    Skill Expert

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Magical Secrets (Lv 18): Final two off-list spells

    Bardic Inspiration (still d12)

    Spell Level: 9th-level spells unlocked

    Notable Spells: Foresight, True Polymorph, Wish

    What They Can Do:

    Alter fate, rewrite reality, become anything

    Inspire world leaders, resolve wars with words

    Backup every class with stolen magic

    More versatile than any being alive

    Possible Feats:

    Ritual Caster

    Inspiring Leader (if not taken)

    Metamagic Adept

    Eternal (Rank SSS) — Level 20 Capstone:

    Superior Inspiration: If you roll initiative with no Bardic uses, regain 1

    Maxed stats, full Magical Secrets

    What They Can Do:

    Support an entire kingdom or take control of a plane

    Their words rewrite minds, their songs shift magic

    A living myth: loved, feared, remembered forever

    The ultimate wildcard — support, controller, manipulator, and soul of the party

    Possible Feats:

    Any — they’ve mastered the stage and the weave

  9. #9Wizard

    Keys: Wizard, Wizard spells, Wizard school of magic

    🪄 Wizard (Evocation) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Arcane Recovery (Lv 1): Regain spell slots on short rest

    Spellcasting (INT-based): Full caster

    Arcane Tradition (Evocation) unlocked at Lv 2

    Sculpt Spells: Allies auto-succeed on saves from your evocation spells

    Spell Level: 1st-level

    Notable Spells: Mage Armor, Magic Missile, Shield, Detect Magic, Burning Hands

    What They Can Do:

    Deal light AOE damage or defend themselves with arcane force

    Still fragile, relies on party protection

    Learn fast, adapt faster — versatile but squishy

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Upgrades:

    2nd-level spells unlocked

    Evocation Savant: Cheaper to copy evocation spells into spellbook

    Sculpt Spells active

    Notable Spells: Mirror Image, Misty Step, Scorching Ray, Invisibility

    What They Can Do:

    Evade attacks and reposition with magic

    Begin shaping the battlefield

    Get in, blast hard, and vanish — very low physical durability still

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    3rd-level spells unlocked

    Potent AOE damage: Fireball, Counterspell, Fly, Dispel Magic

    Evocation Feature (Lv 6): Potent Cantrip — cantrips deal half damage even on save

    What They Can Do:

    Drop Fireball without harming allies

    Negate spells, fly, and nuke groups

    Begin to feel like a true mage — control, damage, utility

    Possible Feats:

    War Caster

    Resilient (CON)

    Elemental Adept (Fire)

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    4th–5th-level spells unlocked

    Evocation Feature (Lv 10): Empowered Evocation — add INT mod to evocation damage

    Notable Spells: Greater Invisibility, Wall of Fire, Teleportation Circle, Wall of Force

    What They Can Do:

    Shape entire battlefields

    Maximise AOE damage

    Teleport the party, control crowds, and dominate engagements

    Possible Feats:

    Lucky

    Spell Sniper

    Fey Touched

    Gold (Rank A) — Levels 11–13 Upgrades:

    6th-level spells unlocked

    Signature Spells (Lv 11): Cast 2 chosen 1st/2nd-level spells freely once per day

    Notable Spells: Disintegrate, Globe of Invulnerability, Chain Lightning

    What They Can Do:

    Disintegrate enemies in one shot

    Defend entire groups from magic

    Become an AOE master and tactical weapon in large-scale combat

    Possible Feats:

    Tough

    Metamagic Adept

    Telekinetic

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Evocation Capstone (Lv 14): Overchannel — Maximise spell damage once/day (at risk)

    7th–8th-level spells unlocked

    Notable Spells: Teleport, Antimagic Field, Maze, Sunburst

    What They Can Do:

    Rewrite battles in one turn

    Bypass armies, dismantle magical threats

    Radiate as a god-tier tactician in arcane warfare

    Possible Feats:

    Alert

    Inspiring Leader

    Ritual Caster

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    9th-level spells unlocked

    Spell Mastery (Lv 18): Cast 1st/2nd-level spells without expending slots

    Notable Spells: Meteor Swarm, Wish, Time Stop, Prismatic Wall

    What They Can Do:

    Cast Shield or Misty Step every round for free

    End wars with a meteor storm

    Change reality itself

    Feared, respected, and watched by entire kingdoms

    Possible Feats:

    Magic Initiate (Cleric or Bard)

    Elemental Adept (Cold or Lightning)

    Telepathic

    Eternal (Rank SSS) — Level 20 Capstone:

    Signature Spells (2 more free uses)

    Spell Mastery remains active

    Master of reality, all spell levels accessible

    What They Can Do:

    Stop time, rewrite fates, destroy cities

    Cast iconic spells without limits

    Known across planes — scholars study their journals, rivals fear their power

    Their magic bends storylines

    Possible Feats:

    Any — they’ve become the arcane standard

  10. #10Druid

    Keys: Druid, Druid spells, Druid shapeshift

    🌿 Druid (Circle of the Moon) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Spellcasting (WIS-based): Full caster

    Druidic: Secret language of Druids

    Wild Shape (Lv 2): Transform into beast (CR 1/4) 2×/day

    Circle of the Moon Unlocked (Lv 2)

    Combat Wild Shape (bonus action shift, heal while shifted)

    CR limit raised to 1

    Spell Level: 1st-level

    Notable Spells: Entangle, Faerie Fire, Goodberry, Thunderwave

    What They Can Do:

    Start shifting into wolves, panthers, or dire creatures

    Support with utility spells or nature control

    Already feels wild and primal — protector of the land

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Upgrades:

    Spell Level: 2nd-level

    Circle Forms (Lv 3): CR limit = Druid level ÷ 3 (rounded down)

    Can now become CR 1 beasts like dire wolves, giant spiders, or crocodiles

    Notable Spells: Flaming Sphere, Moonbeam, Lesser Restoration

    What They Can Do:

    Tank in wild shape form

    Shift mid-fight, absorb damage, then heal

    Begin commanding nature like an avatar

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Wild Shape: CR 2 beasts

    3rd–4th-level spells unlocked

    More Wild Shape uses / powerful forms

    Notable Spells: Call Lightning, Plant Growth, Conjure Animals, Wall of Fire

    What They Can Do:

    Drop lightning storms mid-fight

    Transform into bears or tigers while slinging magic

    Buff forests, summon animal allies

    Start dominating mid-scale encounters

    Possible Feats:

    War Caster

    Tough

    Resilient (CON)

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Wild Shape: CR 3+ beasts

    4th–5th-level spells unlocked

    Notable Spells: Wall of Stone, Greater Restoration, Mass Cure Wounds, Insect Plague

    What They Can Do:

    Heal whole groups, hold terrain with stone or plague

    Shift into giant eagles, saber-toothed cats, or earthbound monsters

    Nature bends to their will — battlefield control becomes signature

    Possible Feats:

    Observant

    Mobile

    Elemental Adept (Cold or Fire)

    Gold (Rank A) — Levels 11–13 Upgrades:

    Spell Level: 6th-level spells

    More Circle Features: Elemental Wild Shape (Lv 10) — shift into elementals

    Druid utility becomes unmatched

    Notable Spells: Heal, Sunbeam, Transport via Plants, Heroes’ Feast

    What They Can Do:

    Turn into fire/earth/air/water elementals

    Travel instantly across forests

    Summon sunlight to blind undead

    Healing surges, terrain lockdown, and wild adaptation

    Possible Feats:

    Telekinetic

    Inspiring Leader

    Ritual Caster

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Thousand Forms (Lv 14): Cast Alter Self at will

    Spell Level: 7th–8th-level spells

    Notable Spells: Earthquake, Animal Shapes, Feeblemind, Sunburst

    What They Can Do:

    Shift their body freely — gills, claws, armor, disguise

    Shake cities, summon storms, or turn armies into beasts

    Both sage and predator — feared in courts and wilds alike

    Possible Feats:

    Fey Touched

    Skulker

    Magic Initiate (Wizard)

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Archdruid (Lv 18):

    Unlimited Wild Shape

    Immune to aging, disease, poison

    Can ignore verbal, somatic, material spell components

    9th-level spells unlocked

    Notable Spells: Shapechange, Storm of Vengeance, Foresight

    What They Can Do:

    Shift into anything — from kraken to dragon

    Call divine-level storms, foresee battle outcomes

    Command nature on a national scale

    Possible Feats:

    Lucky

    Metamagic Adept

    Durable

    Eternal (Rank SSS) — Level 20 Capstone:

    Archdruid powers at full scale

    Unlimited shapeshifting, infinite flexibility

    Master of all terrain, weather, biology, and animal life

    What They Can Do:

    Immortal force of balance

    Change into any creature at will, cast without effort

    Literally becomes the land, the sky, and the storm

    Legends speak of them as gods in animal form

    Possible Feats:

    Any — they are nature incarnate

  11. #11Monk

    Keys: Monk skills, Monk, Monk abilities

    🥋 Monk (Way of the Open Hand) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Unarmored Defense: AC = 10 + DEX + WIS

    Martial Arts: Use DEX for unarmed/monk weapons, bonus unarmed strike

    Ki (Lv 2): 2 points, used for Flurry of Blows, Step of the Wind, Patient Defense

    Unarmored Movement (+10 ft)

    What They Can Do:

    Strike fast, strike twice — then dodge or run

    Deflect attacks with movement and focus

    Already faster than most fighters — hard to pin down

    Martial calm mixed with ruthless efficiency

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Subclass Unlocked: Way of the Open Hand

    Open Hand Technique: After Flurry of Blows, force enemy to fall prone, get pushed, or be unable to react

    Ki Points: 3–4

    What They Can Do:

    Knock enemies down, disable reactions, break stances

    Dance through combat zones with flawless timing

    Feels like a real martial artist — crisp and clean

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Extra Attack (2 attacks + bonus unarmed)

    Stunning Strike (Lv 5): Shut down enemies with a blow

    Ki Points: 5–7

    Evasion (Lv 7): Take 0 dmg on successful DEX saves

    Stillness of Mind: End charm/fear on self

    Unarmored Movement: +15–20 ft

    What They Can Do:

    Shut down casters and bosses with Stunning Strike

    Dodge fireballs, rush through traps, absorb blows

    Move, hit 3×, stun, then vanish

    Flow like water through war

    Possible Feats:

    Mobile

    Tavern Brawler

    Resilient (WIS)

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Ki Points: 8–10

    Unarmored Movement: +20–25 ft

    Purity of Body (Lv 10): Immune to disease and poison

    What They Can Do:

    Fight for hours without fatigue

    Immune to toxins and sickening spells

    Hit, stun, dodge, repeat — cleaner than ever

    Can punch through ogres, demons, or giants with flow and calm

    Possible Feats:

    Alert

    Crusher

    Tough

    Gold (Rank A) — Levels 11–13 Upgrades:

    Ki Points: 11–13

    Subclass Feature – Tranquility (Lv 11): Sanctuary on self after long rest

    Unarmored Movement: +25–30 ft

    What They Can Do:

    Open fights with unshakable focus

    Glide through ambushes and battlefields untouched

    Start to feel like an unstoppable force wrapped in silence

    Destroys with peace, not rage

    Possible Feats:

    Elven Accuracy

    Skill Expert

    Fey Touched

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Diamond Soul (Lv 14): Proficiency in all saving throws

    Ki Points: 14–16

    Unarmored Movement: +35–40 ft

    What They Can Do:

    Shrug off death, charm, banishment, and illusions

    Walk through cursed zones without flinching

    Radiates a calm so powerful that reality itself fails to shake them

    One of the most reliable characters on the battlefield

    Possible Feats:

    Lucky

    Shadow Touched

    Mage Slayer

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Empty Body (Lv 18):

    Turn invisible

    Spend ki to cast Etherealness

    Ki Points: 17–19

    Unarmored Movement: +40–45 ft

    What They Can Do:

    Become a ghost mid-battle

    Step through walls, blink behind leaders, end the fight

    Stunning Strike + invisibility + speed = pure chaos

    A monk of legend — strikes are seen only in hindsight

    Possible Feats:

    Telekinetic

    Sentinel

    Magic Initiate (Wizard)

    Eternal (Rank SSS) — Level 20 Capstone:

    Perfect Self: Regain 4 ki if initiative is rolled with 0

    All monk powers at full scale

    What They Can Do:

    Never stop moving, never stop striking

    Dodge, stun, vanish, phase-shift, punch a dragon’s jaw mid-air

    Their mind is silent, their body unstoppable — the apex martial form

    Possible Feats:

    Any — they are the discipline others emulate

  12. #12Sorcerer

    Keys: Sorcerer abbilities, Sorcerer spells, Sorcerer

    🔮 Sorcerer (Draconic Bloodline) Capabilities by Adventurer's Guild Rank Copper (Rank E) — Levels 1–2 Core Features:

    Spellcasting (CHA-based): Full caster

    Draconic Bloodline:

    Gain Draconic Resilience: +1 HP/level, natural AC = 13 + DEX

    Choose a Draconic ancestry: determines elemental affinity

    Sorcery Points (Lv 2): Fuel for Metamagic or spell conversion

    Spell Level: 1st-level

    Notable Spells: Mage Armor, Magic Missile, Shield, Chromatic Orb

    What They Can Do:

    Unleash elemental spells with stronger durability than other casters

    Begin shaping spells with raw potential

    Glass cannon with sparks of destiny already showing

    Possible Feats: None yet

    Iron (Rank D) — Levels 3–4 Upgrades:

    Metamagic Unlocked: Choose 2 (e.g. Twinned Spell, Subtle Spell, Quickened Spell)

    Spell Level: Up to 2nd-level

    Sorcery Points: 3–4

    What They Can Do:

    Cast Hold Person silently (Subtle), or fire double Chromatic Orb

    Weave spells faster or with extreme precision

    Magic flows like instinct — not studied, but felt

    Possible Feats: None yet

    Steel (Rank C) — Levels 5–7 Upgrades:

    Spell Level: 3rd-level

    Sorcery Points: 5–7

    Metamagic deepens, more strategic options

    Elemental Affinity (Lv 6): Add CHA mod to matching elemental damage

    Notable Spells: Fireball, Counterspell, Fly, Dispel Magic

    What They Can Do:

    Drop Fireball with added CHA mod

    Quickened Fly or Counterspell at will

    Their magic now hurts and stuns with elegance

    Think volatile genius, not polished mage

    Possible Feats:

    Elemental Adept (match your ancestry)

    Resilient (CON)

    War Caster

    Silver (Rank B) — Levels 8–10 Upgrades:

    ASI / Feat

    Spell Level: Up to 5th-level

    Sorcery Points: 8–10

    Notable Spells: Wall of Force, Greater Invisibility, Dominate Person

    What They Can Do:

    Shape fights with walls and control

    Cast twice in a round using Quickened Spell

    Glide across the battlefield cloaked in raw charisma and fire

    Metamagic now makes them dangerously unpredictable

    Possible Feats:

    Fey Touched

    Spell Sniper

    Lucky

    Gold (Rank A) — Levels 11–13 Upgrades:

    Spell Level: 6th-level

    Sorcery Points: 11–13

    New Metamagic Option

    Notable Spells: Sunbeam, Chain Lightning, Globe of Invulnerability

    What They Can Do:

    Drop giant lightning chains or radiant beams

    Keep themselves and allies safe with magical domes

    Can react to any situation with one or two well-shaped spells

    Feared for their flexibility and speed in combat

    Possible Feats:

    Inspiring Leader

    Shadow Touched

    Telekinetic

    Platinum (Rank S) — Levels 14–16 Upgrades:

    Draconic Wings (Lv 14): Gain magical flying wings

    Spell Level: Up to 8th-level

    Sorcery Points: 14–16

    Notable Spells: Earthquake, Power Word Stun, Sunburst

    What They Can Do:

    Fly into battle and rain spells like a demigod

    Paralyse threats or shatter cities

    Their presence turns tides — myth forming around their bloodline

    Possible Feats:

    Tough

    Alert

    Metamagic Adept

    Hero of the Realm (Rank SS) — Levels 17–19 Upgrades:

    Spell Level: 9th-level unlocked

    Sorcery Points: 17–19

    Metamagic at max use

    Notable Spells: Wish, Meteor Swarm, Time Stop, True Polymorph

    What They Can Do:

    Rewrite reality, level armies, or vanish time itself

    Cast Wish with terrifying elegance

    Walk through planar gates like breathing

    Feared by kings, desired by planes

    Possible Feats:

    Magic Initiate (Wizard or Cleric)

    Ritual Caster

    Skill Expert

    Eternal (Rank SSS) — Level 20 Capstone:

    Sorcery Points maxed

    All Metamagic mastered

    Full spell access

    Legendary bloodline, divine-tier magic instinct

    What They Can Do:

    Cast, shape, bend, and break spells at will

    Wings out, aura glowing, a magical force of nature

    Spellwork so refined it blurs the line between deity and mortal

    Their name echoes in arcane theory and dragon prophecy alike

    Possible Feats:

    Any — they are magic incarnate

  13. #13Holy Swordmaster, Kingura's class

    Keys: Kingura power, Kingura skills, Holy swordmaster, Kingura, Kingura spells, Kingura's class

    ⚔️✨ Holy Swordmaster (Kingura’s Class) The legendary fusion of martial precision and radiant force. A swordsman not born of gods, but forged in clarity and will. He doesn’t pray — he ends it.

    🔹 Class Features Copper (Rank E — Lv 1–2) Blade Style: Duelist’s Grace, Greatblade Wrath, Shielded Oath

    Martial Focus: Add +1d4 to attack or damage once/turn

    Holy Pulse (2/rest): CHA mod to save, healing, or smite

    Spellcasting Begins: Bless, Wrathful Smite, Cure Wounds, Shield of Faith

    🗡️ Technique: Radiant Step Teleport 10 ft after hitting a target with a melee weapon. Your next attack gains +2 to hit. (1/rest — Level 2)

    Iron (Rank D — Lv 3–4) Fighting Style unlocked

    Sacred Edge: Add radiant = CHA mod once/turn

    Spellcasting (2nd-level): Misty Step, Magic Weapon, Aid

    🗡️ Technique: Flashcut (1/rest) Bonus action. Make a high-speed slash. Target must DEX save (DC = 8 + Prof + CHA) or be blinded until your next turn.

    🗡️ Technique: Holy Slash (Passive) On hit, deal +1d8 radiant. +2d8 if against fiends/undead. No spell slot required.

    Steel (Rank C — Lv 5–7) Extra Attack

    Aura of Precision (10 ft)

    Radiant Cleave: Deal CHA mod radiant to another target on kill

    Spellcasting (3rd-level): Revivify, Blinding Smite, Beacon of Hope

    🗡️ Technique: Crescent Arc Action. Sweep in a 10-foot cone. Creatures make DEX save or take weapon dmg + 1d6 radiant and are knocked prone. (2/rest)

    Silver (Rank B — Lv 8–10) Sublime Guard: Reaction to reduce damage by CHA mod

    Holy Pulse (3/rest)

    Spellcasting (4th-level): Death Ward, Freedom of Movement, Staggering Smite

    🗡️ Technique: Falling Star Slash (1/day) Leap or teleport above your target and deliver a guaranteed hit. If HP < 50%, it crits. On kill, the enemy erupts in radiant light, dealing 2d6 radiant in 10 ft.

    Gold (Rank A — Lv 11–13) Commanding Step

    Blade Style Upgrade

    Spellcasting (5th-level): Holy Weapon, Dispel Evil and Good, Circle of Power

    🗡️ Technique: Phantom Breaker (2/rest) Dash 30 ft in a straight line. All enemies passed must CON save or be stunned until your next turn. You can attack once at any point in the line.

    Platinum (Rank S — Lv 14–16) Radiant Soul: +1d8 radiant vs fiends/undead

    Aura of Precision (30 ft)

    Divine Echo: Smite reverberates next round at 50% power

    🗡️ Technique: Celestial Spiral (1/rest) Spin upward with blade drawn — lift a creature 15 ft in the air with radiant force. Then leap and slam down: make a guaranteed critical strike if the first hit landed.

    Hero of the Realm (Rank SS — Lv 17–19) Bladelight Surge (1/day): Flight + triple attacks + crits vs targets < 50 HP

    Holy Pulse (4/rest)

    Aura grants resistance to fear, charm, necrotic

    🗡️ Ultimate Technique: Heaven’s Edge (1/long rest) Unleash a blazing horizontal slash of radiant light in a 60 ft line. Deals 8d8 radiant. Creatures that fail a DEX save are also blinded and pushed 15 ft. Fiends take double damage.

    Eternal (Rank SSS — Lv 20) Edge of Destiny (Capstone):

    Stand at 1 HP, regain a full turn. Your attacks become light-speed slashes, dealing radiant and force damage. All attacks this round auto-hit, and any fiend/undead struck cannot revive.

    🗡️ Technique: Final Sign — King's Divide (Once per lifetime… maybe) Sheathe your blade. Step forward. Then draw in a flash — everything in a 30 ft cone is sliced through soul and steel. Deals 12d10 radiant + force, and banishes creatures under 100 HP (no save). Leaves a seared line in the ground that glows for days.

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