D&D Essential spells and skills.
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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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- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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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