EggKookoo
2015-07-08, 08:02 PM
I've been working on adapting the d20 Call of Cthulhu to a system more in line with D&D 5e. Why? I dunno, maybe I'm a glutton for punishment.
Like the d20 CoC, players have one class -- the Investigator. In keeping with 5e's approach, there are three subclasses, kind of like an extension of the d20 "defensive" and "offensive" options.
Ok, here we go:
Investigator
Hit Die: d4
Hit Points at 1st Level: 4 + CON mod
Hit Points at Higher Levels: 1d4 + CON mod per Investigator level after 1st
Proficiencies: Simple weapons
Tools: Investigator Research Kit
Saving Throws: INT, CHA
Skills: Investigation and choose two more from Arcana, Deception, History, Insight, Medicine, Performance, Persuasion, and Religion.
Features
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy. Alternatively, you can select two races of humanoid as favored enemies. You have advantage on WIS (Survival) checks to track your favored enemies, as well as on INT checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
Expertise
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this skill. At 7th level, you can choose another skill proficiency to gain this benefit.
School
At 3rd level you must choose a School: Adventurer, Raider, or Scholar.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Schools
The Investigator class has three Schools: Adventurer; Raider; and Scholar. Different Investigators are drawn to different approaches when it comes to combating the forces of darkness.
Adventurer
The Adventure is the rough-and-ready type. Literature, theory, and intellectual pursuits are admirable as far as they go, but the real thrill of investigation comes from exploration.
As an Adventurer, you tend to be physically fit, with a relatively strong body and rugged endurance. While you are no intellectual lightweight – you may hold PhDs in multiple fields – you spend most of your time in the field interacting directly with the subjects of your work.
This lifestyle is not without its physical risks, and you have quickly learned how to defend yourself against the many dangers you will continue to face. The Adventurer is the most combat-capable School of Investigator, for those who favor direct action over stealth or complex analysis.
Bonus Proficiencies
When you choose this School at 3rd level, you gain proficiency with light and medium armor, and martial weapons.
Durable
In addition, beginning at 3rd level, when you roll to determine your hit points, you roll two d4 dice and choose the higher result.
Beginning at 11th level you can roll three d4 dice and choose the highest.
Level Headed
Also when you choose this School at 3rd level, you gain a slight advantage when calculating Sanity Points. Instead of 1d20 + your INT mod, you roll 5d4 + your highest mod.
If your highest mod ever changes – either the mod itself or another mod becomes the highest – you must recalculate your maximum SP. If your mod is temporarily altered, you do not recalculate your maximum SP.
For example, if your highest mod is +4, but that mod is permanently reduced to +3, you must recalculate your SP using +3. However, if you had another mod that was also +4 (and it remains +4), you can “switch” mods and use that +4.
Another example: If your highest mod is you CON, and you are subject to a limited-duration effect that reduces your CON, you do not recalculate your SP even though your CON mod may technically no longer be your highest mod.
See Sanity for more information.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach 20th level, you can attack three times.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Fighting Style
At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Melee: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Brutal Critical
At 15th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your CON modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Raider
Though it’s unlikely you would refer to yourself as such, as a Raider, you see paranormal investigation as a means to an end. It’s all well and good to defeat or subvert the forces of chaos; you are mainly in it for personal gain. Perhaps it’s money, or glory, or even for the dark knowledge itself. You want yours, and you’re not usually above taking advantage of the sincerity of others to get it.
You may be in the employ of another agency with no true personal interest in the subjects of your investigations. You might be a freelance hired gun. Regardless, you view supernatural artifacts and ancient lost knowledge as a resource, to be bought, sold, used, or stolen.
Bonus Proficiencies
When you choose this School at 3rd level, you gain proficiency with light armor and martial weapons.
Flexible Mind
Also beginning with 3rd level, you gain advantage on your WIS check when rolling to see if you regain any Sanity Points upon defeating or killing a supernatural creature that had previously caused you to lose Sanity Points.
See Sanity for more information.
Evasion
Beginning at 5th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Critical
Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20. At 20th level, you weapon attacks score a critical hit on a roll of 18, 19, or 20.
Spellcasting
By 10th level, your habit of digging into forbidden tomes and infiltrating cultist groups has given you a passing familiarity with magic. While you don’t have the deep occult education of the Scholar, you have managed to distill a bit of spellcasting ability.
The Investigator table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, when you are 15th level, you have two 3rd-level spell slots. To cast a 1st-level spell, you must spend one of those slots, and you cast it as a 3rd-level spell.
You can learn as many spells as indicated by the Raider Spells Known column. You do not gain these spells automatically and these spells do not come from any predetermined class spell list. Instead, they result from occult knowledge you gain in the course of your investigations, usually as a result of a failed Sanity check (essentially, they are chosen by the GM). Spells are not simple knowledge but represent a perverse twisting of your mind, which is why you can only know so many. However, you can choose to forget a spell to make room for a new one. Your spellcasting ability is CHA.
See Magic for more information.
Supreme Sneak
Starting at 11th level, you have advantage on a DEX (Stealth) check if you move no more than half your speed on the same turn.
Slippery Mind
By 13th level, you have acquired great mental strength. You gain proficiency in WIS saving throws.
Elusive
Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated and are free to move.
Opportunist
At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Scholar
Knowledge for its own sake. As a Scholar, you seek to understand the strange and paranormal. This desire is powered by a strong academic background and rigorous adherence to scientific principles.
Of all the Schools, you have the greatest potential to harness the bizarre power of the supernatural for your own purposes. Unfortunately, you are also the most likely to be driven mad by your experiences.
Resilient Intellect
At 3rd level, you gain advantage on Sanity Checks as long as your current sanity threshold is Four-Fifths or higher.
See Sanity for more information.
Spellcasting
At 5h level, your aggressive study of the supernatural has unlocked an ability to control magic. While you may learn magic as the result of a bout of insanity, you also might be able to decipher ancient tomes or decode mysterious artifacts.
The Investigator table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, when you are 11th level, you have two 4th-level spell slots. To cast a 1st-level spell, you must spend one of those slots, and you cast it as a 4th-level spell.
You can learn as many spells as indicated by the Scholar Spells Known column. You do not gain these spells automatically and these spells do not come from any predetermined class spell list. Instead, they result from occult knowledge you gain in the course of your investigations, sometimes as a result of a failed Sanity check and sometimes as flashes of insight when studying a paranormal relic (essentially, they are chosen by the GM). Spells are not simple knowledge but represent a perverse twisting of your mind, which is why you can only know so many. However, you can choose to forget a spell to make room for a new one. Your spellcasting ability is INT.
See Magic for more information.
Well Rounded
Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make (you do not actually gain proficiency with this ability). This includes checks that already include your proficiency bonus.
Fighting Style
At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing no armor, you gain a +2 bonus to AC as long as you are not incapacitated and free to move.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or weapon, or otherwise be holding an object that can intercept the attack.
Whichever option you choose at 10th level, you can choose the other option once you reach 15th level.
Know Your Enemy
Starting at 11th level, if you spend at least 1 round observing or interacting with a creature (including fighting it), you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
For each additional round (up to seven rounds) you spend interacting with the creature, you gain additional knowledge from the above list.
If you acquire three pieces of information, your opponent suffers disadvantage on to-hit rolls against you. If you gain all seven pieces of information, you gain advantage on to-hit rolls against your opponent.
Strength of Mind
Starting at 13th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened. If you are in the grips of an episode of supernatural insanity, you can use your bonus action make a WIS check DC 15 to break free.
Aura of Courage
At 18th level, you and friendly creatures within 20 feet of you can’t be frightened while you are conscious.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your INT modifier to the attack roll or the damage roll of an attack you make or spell you cast (if applicable) against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Level
Proficiency Bonus
Features
Raider Spells Known
Raider Spell Slots
Raider Slot Level
Scholar Spells Known
Scholar Spell Slots
Scholar Slot Level
1st
+2
Favored Enemy
-
-
-
-
-
-
2nd
+2
Expertise
-
-
-
-
-
-
3rd
+2
School feature
-
-
-
-
-
-
4th
+2
Ability Score Improvement
-
-
-
-
-
-
5th
+3
School feature
-
-
-
1
1
1st
6th
+3
Favored Enemy
-
-
-
1
1
1st
7th
+3
Expertise
-
-
-
1
1
2nd
8th
+3
Ability Score Improvement
-
-
-
1
1
2nd
9th
+4
School feature
-
-
-
2
1
3rd
10th
+4
School feature
1
1
1st
2
1
3rd
11th
+4
School feature
1
1
1st
2
2
4th
12th
+4
Ability Score Improvement
1
1
2nd
3
2
4th
13th
+5
School feature
1
1
2nd
3
2
5th
14th
+5
Favored
Enemy
1
1
3rd
4
2
5th
15th
+5
School feature
2
2
3rd
5
2
5th
16th
+5
Ability Score Improvement
2
2
4th
6
3
5th
17th
+6
Expertise
2
2
4th
7
3
5th
18th
+6
School feature
2
2
5th
8
3
5th
19th
+6
Ability Score Improvement
3
3
5th
9
3
5th
20th
+6
School feature
3
3
5th
10
4
5th
Like the d20 CoC, players have one class -- the Investigator. In keeping with 5e's approach, there are three subclasses, kind of like an extension of the d20 "defensive" and "offensive" options.
Ok, here we go:
Investigator
Hit Die: d4
Hit Points at 1st Level: 4 + CON mod
Hit Points at Higher Levels: 1d4 + CON mod per Investigator level after 1st
Proficiencies: Simple weapons
Tools: Investigator Research Kit
Saving Throws: INT, CHA
Skills: Investigation and choose two more from Arcana, Deception, History, Insight, Medicine, Performance, Persuasion, and Religion.
Features
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy. Alternatively, you can select two races of humanoid as favored enemies. You have advantage on WIS (Survival) checks to track your favored enemies, as well as on INT checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
Expertise
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this skill. At 7th level, you can choose another skill proficiency to gain this benefit.
School
At 3rd level you must choose a School: Adventurer, Raider, or Scholar.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Schools
The Investigator class has three Schools: Adventurer; Raider; and Scholar. Different Investigators are drawn to different approaches when it comes to combating the forces of darkness.
Adventurer
The Adventure is the rough-and-ready type. Literature, theory, and intellectual pursuits are admirable as far as they go, but the real thrill of investigation comes from exploration.
As an Adventurer, you tend to be physically fit, with a relatively strong body and rugged endurance. While you are no intellectual lightweight – you may hold PhDs in multiple fields – you spend most of your time in the field interacting directly with the subjects of your work.
This lifestyle is not without its physical risks, and you have quickly learned how to defend yourself against the many dangers you will continue to face. The Adventurer is the most combat-capable School of Investigator, for those who favor direct action over stealth or complex analysis.
Bonus Proficiencies
When you choose this School at 3rd level, you gain proficiency with light and medium armor, and martial weapons.
Durable
In addition, beginning at 3rd level, when you roll to determine your hit points, you roll two d4 dice and choose the higher result.
Beginning at 11th level you can roll three d4 dice and choose the highest.
Level Headed
Also when you choose this School at 3rd level, you gain a slight advantage when calculating Sanity Points. Instead of 1d20 + your INT mod, you roll 5d4 + your highest mod.
If your highest mod ever changes – either the mod itself or another mod becomes the highest – you must recalculate your maximum SP. If your mod is temporarily altered, you do not recalculate your maximum SP.
For example, if your highest mod is +4, but that mod is permanently reduced to +3, you must recalculate your SP using +3. However, if you had another mod that was also +4 (and it remains +4), you can “switch” mods and use that +4.
Another example: If your highest mod is you CON, and you are subject to a limited-duration effect that reduces your CON, you do not recalculate your SP even though your CON mod may technically no longer be your highest mod.
See Sanity for more information.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach 20th level, you can attack three times.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Fighting Style
At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Melee: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Brutal Critical
At 15th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your CON modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Raider
Though it’s unlikely you would refer to yourself as such, as a Raider, you see paranormal investigation as a means to an end. It’s all well and good to defeat or subvert the forces of chaos; you are mainly in it for personal gain. Perhaps it’s money, or glory, or even for the dark knowledge itself. You want yours, and you’re not usually above taking advantage of the sincerity of others to get it.
You may be in the employ of another agency with no true personal interest in the subjects of your investigations. You might be a freelance hired gun. Regardless, you view supernatural artifacts and ancient lost knowledge as a resource, to be bought, sold, used, or stolen.
Bonus Proficiencies
When you choose this School at 3rd level, you gain proficiency with light armor and martial weapons.
Flexible Mind
Also beginning with 3rd level, you gain advantage on your WIS check when rolling to see if you regain any Sanity Points upon defeating or killing a supernatural creature that had previously caused you to lose Sanity Points.
See Sanity for more information.
Evasion
Beginning at 5th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Critical
Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20. At 20th level, you weapon attacks score a critical hit on a roll of 18, 19, or 20.
Spellcasting
By 10th level, your habit of digging into forbidden tomes and infiltrating cultist groups has given you a passing familiarity with magic. While you don’t have the deep occult education of the Scholar, you have managed to distill a bit of spellcasting ability.
The Investigator table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, when you are 15th level, you have two 3rd-level spell slots. To cast a 1st-level spell, you must spend one of those slots, and you cast it as a 3rd-level spell.
You can learn as many spells as indicated by the Raider Spells Known column. You do not gain these spells automatically and these spells do not come from any predetermined class spell list. Instead, they result from occult knowledge you gain in the course of your investigations, usually as a result of a failed Sanity check (essentially, they are chosen by the GM). Spells are not simple knowledge but represent a perverse twisting of your mind, which is why you can only know so many. However, you can choose to forget a spell to make room for a new one. Your spellcasting ability is CHA.
See Magic for more information.
Supreme Sneak
Starting at 11th level, you have advantage on a DEX (Stealth) check if you move no more than half your speed on the same turn.
Slippery Mind
By 13th level, you have acquired great mental strength. You gain proficiency in WIS saving throws.
Elusive
Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated and are free to move.
Opportunist
At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Scholar
Knowledge for its own sake. As a Scholar, you seek to understand the strange and paranormal. This desire is powered by a strong academic background and rigorous adherence to scientific principles.
Of all the Schools, you have the greatest potential to harness the bizarre power of the supernatural for your own purposes. Unfortunately, you are also the most likely to be driven mad by your experiences.
Resilient Intellect
At 3rd level, you gain advantage on Sanity Checks as long as your current sanity threshold is Four-Fifths or higher.
See Sanity for more information.
Spellcasting
At 5h level, your aggressive study of the supernatural has unlocked an ability to control magic. While you may learn magic as the result of a bout of insanity, you also might be able to decipher ancient tomes or decode mysterious artifacts.
The Investigator table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, when you are 11th level, you have two 4th-level spell slots. To cast a 1st-level spell, you must spend one of those slots, and you cast it as a 4th-level spell.
You can learn as many spells as indicated by the Scholar Spells Known column. You do not gain these spells automatically and these spells do not come from any predetermined class spell list. Instead, they result from occult knowledge you gain in the course of your investigations, sometimes as a result of a failed Sanity check and sometimes as flashes of insight when studying a paranormal relic (essentially, they are chosen by the GM). Spells are not simple knowledge but represent a perverse twisting of your mind, which is why you can only know so many. However, you can choose to forget a spell to make room for a new one. Your spellcasting ability is INT.
See Magic for more information.
Well Rounded
Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make (you do not actually gain proficiency with this ability). This includes checks that already include your proficiency bonus.
Fighting Style
At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing no armor, you gain a +2 bonus to AC as long as you are not incapacitated and free to move.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or weapon, or otherwise be holding an object that can intercept the attack.
Whichever option you choose at 10th level, you can choose the other option once you reach 15th level.
Know Your Enemy
Starting at 11th level, if you spend at least 1 round observing or interacting with a creature (including fighting it), you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
For each additional round (up to seven rounds) you spend interacting with the creature, you gain additional knowledge from the above list.
If you acquire three pieces of information, your opponent suffers disadvantage on to-hit rolls against you. If you gain all seven pieces of information, you gain advantage on to-hit rolls against your opponent.
Strength of Mind
Starting at 13th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened. If you are in the grips of an episode of supernatural insanity, you can use your bonus action make a WIS check DC 15 to break free.
Aura of Courage
At 18th level, you and friendly creatures within 20 feet of you can’t be frightened while you are conscious.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your INT modifier to the attack roll or the damage roll of an attack you make or spell you cast (if applicable) against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Level
Proficiency Bonus
Features
Raider Spells Known
Raider Spell Slots
Raider Slot Level
Scholar Spells Known
Scholar Spell Slots
Scholar Slot Level
1st
+2
Favored Enemy
-
-
-
-
-
-
2nd
+2
Expertise
-
-
-
-
-
-
3rd
+2
School feature
-
-
-
-
-
-
4th
+2
Ability Score Improvement
-
-
-
-
-
-
5th
+3
School feature
-
-
-
1
1
1st
6th
+3
Favored Enemy
-
-
-
1
1
1st
7th
+3
Expertise
-
-
-
1
1
2nd
8th
+3
Ability Score Improvement
-
-
-
1
1
2nd
9th
+4
School feature
-
-
-
2
1
3rd
10th
+4
School feature
1
1
1st
2
1
3rd
11th
+4
School feature
1
1
1st
2
2
4th
12th
+4
Ability Score Improvement
1
1
2nd
3
2
4th
13th
+5
School feature
1
1
2nd
3
2
5th
14th
+5
Favored
Enemy
1
1
3rd
4
2
5th
15th
+5
School feature
2
2
3rd
5
2
5th
16th
+5
Ability Score Improvement
2
2
4th
6
3
5th
17th
+6
Expertise
2
2
4th
7
3
5th
18th
+6
School feature
2
2
5th
8
3
5th
19th
+6
Ability Score Improvement
3
3
5th
9
3
5th
20th
+6
School feature
3
3
5th
10
4
5th