Below is a list of PHB answers in the question thread, up to #971.
All answers come with links, so you can check them out yourself.
I have skipped a few duplicate answers and some that were covered in basic.
-- Book --
Pages feel a bit thinner than previous editions, but they are shiny and slick, no signs of smudges or fingerprints. Edges are good.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352594&viewfull=1#post6352594
Barbarian & book binding: http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352560&viewfull=1#post6352560
Inspirational Reading: http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352854&viewfull=1#post6352854
Reddit pictures:
imgur .com/OAGOL2x
imgur .com/ScXbq4U
imgur .com/4tYeMpQ
imgur .com/Jv9RlrS
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353462&viewfull=1#post6353462
-- Race --
Dragonborn: str +2 cha +1 and a choice of all the colors and metalics of dragonkind for line of cone breath weapons as well as an elemental resistance
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352869&viewfull=1#post6352869
Dragonborn: +2 Str, +1 Cha, Breath is 15ft Cone of Poison, con save. 2d6,3d6 at 6th, 4d6 at 11th, and5d6 at 16th . Resitance to Poison.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
Breath Weapon DC for dragonborn is DC 8 + proficiency bonus + Constitution modifier.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353872&viewfull=1#post6353872
Drow: dex + 2 cha +1 superior darkvision sunlight sensitivity drow magic and drow weapon training
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353321&viewfull=1#post6353321
drow magic:
1stlevel dancing lights
3rdlevel faerie fire 1/day
5thlevel darkness 1/day
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354315&viewfull=1#post6354315
drow weapon training : Rapiers, shortswords, hand crossbows.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354337&viewfull=1#post6354337
sunlight sensitivity: disadvantage to attack and perception in sunlight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
forest gnome +2 int +1 dex darkvision 25 foot speed advantage on wis int and cha saves vs magic bonus minor illusion cantrip and can talk to small beasts
rock gnome +2 int +1 con darkvision 25 foot speed advantage on wis int cha magic saves double prof bonus on some history checks vs magic stuff and can make little tinker objects like clockwork toys, firestarters and music boxes
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354001&viewfull=1#post6354001
half elf cha +2 and any two +1 - darkvison advantage vs sleep and charm and free 2 skill proficiancies
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Half-Orc: Strength by 2, Constitution by 1, Darkvision, Menacing (Intimidation skill), Relentless Endurance, Savage Attacks (more damage on critical).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352582&viewfull=1#post6352582
-- Background --
Charlatan
Skill: Deception, Sleight of Hand
Tool: disguise kit, forgery kit
Feature: False Identity
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352794&viewfull=1#post6352794
Entertainer
acrobatics performance disguise kit one musical instrument some equipment an entertainer routine you know how to perform on stage and a feature "by popular demand" you can always find a place to perform plus other goodies
Variant entertainer: GLadiator
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353002&viewfull=1#post6353002
Guild Artisan
Skill: Insight, Persuasion
Tool: artisan's tool
Language: choose one
Feature: Guild Membership
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352794&viewfull=1#post6352794
Guild membership - food lodging funeral expenses and a central meeting place. if your accused of a crime they may lend you a lawyer. May be able to get access to powerful politicians. 5gp a month dues
they also have a variant called "guild merchant"
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352813&viewfull=1#post6352813
Guild merchant variant: Navigator's tools or a language instead of artisan's tools proficiency.
Instead of artisan's tools for equipment, mule and cart.
http://www.enworld.org/forum/showthread.php?357793-Finally/page73&p=6354093#post6354093
Noble Background: Proficiencies History and Persuasion,
Proficient with one gaming set, one language of :choice, and a set of fine cloths, a signet ring, a scroll of pedigree and a purse with 25gp.
as an added feature you have Position of Privilege, allowing you to move amongst high society, as well as secure an audience with a local noble if need be.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
knight variant: instead of position of privilege you get a noble boy as your squire
there's also a sub variant to get 3 retainers
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354144&viewfull=1#post6354144
Outlander background
Skill: Athletics, Survival
Tool: One musical instrument
Language: Choose one
Feature: Wanderer (memory for maps and geography, recall terrain, find food and water)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351934&viewfull=1#post6351934
Sailor
Skill: Athletics, Perception
Tool: Navigator's tools, vehicles (water)
Feature: Ship's Passage (secure free passage on sailing ship)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352326&viewfull=1#post6352326
Urchin
Skill: Sleight of Hand, Stealth
Tool: disguise kit, thieves' tools
Feature: City Secrets (travel between two locations in a city twice as fast)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352709&viewfull=1#post6352709
Customizing a Background (page 125): pick a feature, two skills, two tools or languages.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352709&viewfull=1#post6352709
Variant Criminal: Spy, Variant Entertainer: Gladiator, Variant Guild Artisan: Guild Merchant, Other Hermits, Variant Noble: Knight, Variant Sailor: Pirate.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354121&viewfull=1#post6354121
-- Barbarian --
barbarian rage says you have resistance to bludgeoning, piercing and slashing damage when you enter a rage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352278&viewfull=1#post6352278
Barbarians get Reckless Attack at 2nd level, advantage on Strength attacks, but attacks against you have advantage until next turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352302&viewfull=1#post6352302
Path of the Berserker: Frenzy (bonus action melee attack, exhaustion), Mindless Rage (cannot be charmed or frightened), Intimidating Presence (frighten creature), Retaliation (reaction melee attack after taking damage).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352677&viewfull=1#post6352677
Path of the Totem:
Lv.3 Spirit Seeker: Sense & speak with animals.
Lv.3 Totem Spirit: Choose totem token. MAY gain minor characteristics of chosen totem. These are boosted to mechanical bonuses while Raging.
Lv.6 Aspect of the Beast: Gain nonCombat animal bonuses, does not have to be Totem animal.
Lv.10 Spirit Walker: Commune with Nature via Totem or Aspect animal.
Lv.14 Totemic Attunement: Combat/encounter bonuses based on Attuned animal. Does not have to be prior Totem or Aspect choices.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354469&viewfull=1#post6354469
Eagle totem does not give any Dexterity advantages.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
-- Bard --
bards get to swap spells as they level still
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353029&viewfull=1#post6353029
Bardic Inspiration is one creature, lasts 10 minutes or until used. Use the die after a d20 roll, before results announced.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352640&viewfull=1#post6352640
Bardic Inspiration affects one creature other than yourself and you can use it Charisma modifier times per long rest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352026&viewfull=1#post6352026
Song of Rest helps regain extra hit points after a rest. Bards also have cure wounds, healing word, mass cure wounds upon quick glance.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352633&viewfull=1#post6352633
College of Lore: Bonus Proficiencies, Cutting Words, Additional Magical Secrets, Peerless Skill. Any spell (limited by level) can be learned with Magical Secrets.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
College of Valor: Bonus Proficiencies, Combat Inspiration (add Inspiration die to damage or AC), Extra Attack, Battle Magic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352556&viewfull=1#post6352556
war magic is a cantrip plus a weapon attack at 7th level and bard battle magic is 14th level which is a bard spell any level plus a weapon attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353009&viewfull=1#post6353009
-- Cleric --
The domains listed are Death, Knowledge, Life, Light, Nature, Tempest, Trickery, War.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352275&viewfull=1#post6352275
some Domains have different Divine Strike damage types (none are the same as the other).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352554&viewfull=1#post6352554
Light Domain: Bonus Cantrip, Warding Flare (disadvantage to attacker), Channel Divinity: Radiance of the Dawn, Improved Flare, Potent Spellcasting (Wisdom modifier to cantrip damage), Corona of Light.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352769&viewfull=1#post6352769
Light Domain: You get light as a bonus cantrip.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353952&viewfull=1#post6353952
Knowledge domain gives lots of bonus divination spells (some from the wizard list), double proficiency bonus on two skills, Channel Divinity (Knowledge of the Ages and Read Thoughts), Potent Spellcasting, and Visions of the Past (Object Reading and Area Reading).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352049&viewfull=1#post6352049
Trickery domain gives some illusion and disguise spells, Blessing of the Trickster (give one creature advantage on Stealth checks), Channel Divinity: Invoke Duplicity (illusion double), Channel Divinity: Cloak of Shadows, Divine Strike (extra poison damage), Improved Duplicity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352049&viewfull=1#post6352049
Tempest Domain: Bonus Proficiencies, Wrath of Storm (rebuke attackers), Channel Divinity: Destructive Wrath, Thunderbolt Strike, Divine Strike (thunder damage), Stormborn (flying when outdoors).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
War Domain clerics get a class feature called Bonus Proficiencies that gives heavy armor and martial weapons proficiencies, not affected by multiclassing.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353385&viewfull=1#post6353385
War Domain Spells
1st: Divine Favor, Shield of Faith
3rd: Magic Weapon, Spiritual Weapon
5th: Crusader's Mantle, Spirit Guardians
7th: Freedom of Movement, Stoneskin
9th: Flame Strike, Hold Monster
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Cantrips: Guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353452&viewfull=1#post6353452
-- Druid --
Wild Shape is over half a page long, it does not summarize easily.
The hit points of the creature you turn into are separate and only affect yours if there is excess damage overflow.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352572&viewfull=1#post6352572
Wild Shape is only beasts (as far as I can see at a glance).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Wild shape - "any beast with a max CR of 1/4 with no flying or swimming" at 2nd level. at higher levels the CR is raised and the restrictions are removed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352880&viewfull=1#post6352880
Circle of the Land at 2nd level on a short rest you can regain spell slots equal to half your druid level, with no spells higher than sixth, but only once per long rest. 6h level Nonmagical difficult terrain costs no extra movement, and advantage on spells that impede movement with plants. 10th level can't be charmed or frightened by elementals or the fey and immune to poison and disease. at 14th natural beasts and plant creatures have to make a wisdom save to attack you.
The book gives examples of Wolf at 2nd, Crocodile at 4th, and Giant Eagle at 8th
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
circle of the land gets bonus cantrip, can burn spell slots during rest for healing and chooses a circle of land like arctic, coast, forest, desert etc and eacg gives even more bonus spells. lands stride for ignoring terain natures ward for imunity to charm and poison and desease, natures sanctuary at 14th natural creatures need to make a save just to target you with an attack.
wild shape 8th level is the peak max cr 1 no movement restrictions so like giant eagle or tiger or lion or giant spider or dire wolf or brown bear from the players
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353506&viewfull=1#post6353506
Circle of the Moon gets Combat Wild Shape (Wild Shape as a bonus action, expend spell slots to regain hit points), and Circle Forms (higher CR of creatures you can Wild Shape into, starts at CR 1 and goes up).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352026&viewfull=1#post6352026
Circle of the Moon: Circle Forms (page 69): "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down."
Otherwise, it seems it is maximum of CR 1 for non-Circle of the Moon druids.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352072&viewfull=1#post6352072
level 10 Circle of the Moon: Elemental wildshape
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352838&viewfull=1#post6352838
Elemental wildshape: Expend two uses of Wild Shape to turn into an elemental (same CR rules apply). Unfortunately, there are no stats for elementals in the PHB.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354059&viewfull=1#post6354059
Elemental wildshape: expend 2 wildshape uses to become an air earth fire or water elemental
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354060&viewfull=1#post6354060
-- Figter --
Fighter gets some Fighting Styles not available to Rangers and Paladins
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
All Battle Master maneuvers (total 16) have no level requirement.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352009&viewfull=1#post6352009
Maneuvers are generally universal, none that require two weapons, though some of them are melee specific (as opposed to ranged).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352320&viewfull=1#post6352320
Battle Master start with 4 superiority dice, up to 6 total.
Not sure anything is extremely flashy (one maneuver can frighten a creature, another can give a friendly creature temporary hit points, etc.). At least one adds reach and damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352338&viewfull=1#post6352338
Battle Master lv 15, Relentless: Regain 1 superiority die when you roll initiative and have no superiority dice remaining.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352348&viewfull=1#post6352348
Evocation and abjuration for Eldritch Knight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352092&viewfull=1#post6352092
Eldritch Knight: Spellcasting (all abjuration and evocation, except at certain levels), Weapon Bond, War Magic (bonus action to attack after casting a cantrip), Eldritch Strike, Arcane Charge, Improved War Magic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352743&viewfull=1#post6352743
Eldritch Knight learns spells from the Wizard's spell list
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354571&viewfull=1#post6354571
Arcane Trickster receive three 1st-level spells known at 3rd level, two of which are restricted by schools, one that can be selected from any 1st-level spell on the wizard's list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354598&viewfull=1#post6354598
Eldritch Knight are increasing spell slots every 3 levels, highest spell level is 4th (and only 1 slot). However, their spells known progression is by the table
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352694&viewfull=1#post6352694
Eldritch Knight at 14th nothing but at 15th they get arcane charge: teleport with your action surge as well as the normal extra action
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353026&viewfull=1#post6353026
-- Monk --
Monks use d8 for hit dice.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352087&viewfull=1#post6352087
Monk save: Strength and Dexterity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354731&viewfull=1#post6354731
Monk Weapons are now shortswords and any simple nonHeavy/nonTwo-handed weapon.
http://www.enworld.org/forum/showthread.php?357793-Finally/page78&p=6354306#post6354306
Only simple weapon that cannot be used as a monk weapon is greatclub.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354718&viewfull=1#post6354718
Martial Arts : works with unarmored strikes and all monk weapons. use dex instead of strength if you want. unarmed starts at d4 and goes up. if you attack you get a bonus action to unarmed strike. so if you smack someone with a quarterstaff you can punch him too.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
Monk damage goes to 1d10 highest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355002&viewfull=1#post6355002
Monks get their usual 10+Dex+Wis Unarmed Defense feature. They can spend a Ki Point to take the Dodge Action as a Bonus Action. They get the usual Evasion features at higher levels, too
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354297&viewfull=1#post6354297
Ki refreshes on short or long rests. Deflect now offers a d10 roll with modifiers to negative missile damage. Taking 0 damage results in a caught projectile. You can then spend Ki to make an immediate counter with said projectile!
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354306&viewfull=1#post6354306
You gain evasion at later levels, as well as Empty Body now allowing you to turn invisible and gain resistant to all nonForce damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354306&viewfull=1#post6354306
Flurry of Blows costs 1 ki and allows the monk two unarmed strikes as a bonus action.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352554&viewfull=1#post6352554
diamond soul still grant proficiency to all Saves, and you can spend KI to reroll
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352952&viewfull=1#post6352952
Perfect Self: When you roll for initiative and have no ki remaining, regain 4 ki points.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352588&viewfull=1#post6352588
Way of the Open Hand: "...ultimate masters of martial arts combat [...] learn techniques to push and trip their opponents, manipulate ki to heal damage [...] practice advanced meditation that can protect them from harm."
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
The Way of the Four Elements monastic tradition allows monks to use their ki to duplicate certain spells and effects (not all of them are from the spell lists).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352087&viewfull=1#post6352087
Way of the Shadow: Shadow Arts (spells), Shadow Step (teleport then get advantage), Cloak of Shadows (invisibility in dim light), Opportunist (reaction to attack a creature hit by attack).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352591&viewfull=1#post6352591
-- Paladin --
Divine Sense: Detects the presence of celestials, fiends, and undead within 60 feet of you.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352798&viewfull=1#post6352798
The paladin is proficient in Wisdom and Charisma save.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352318&viewfull=1#post6352318
lay on hands paladin lvl 1 pool of hp is level X5 uses an action you can split that HP up as you want as an action all day
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Aura of protection: cha or +1 if your cha is low, 10 foot, until 18th level when it goes to 30 foot
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352877&viewfull=1#post6352877
to divine smite you have to expend one paladin spell slot to deal extra damage
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352910&viewfull=1#post6352910
divine smite +2d8 radiant and +1d8 per level of slot over 1st that you burn
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352916&viewfull=1#post6352916
Improved Divine Smite - Extra 1d8 radiant damage with every melee hit (stacks with Divine Smite).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352383&viewfull=1#post6352383
Paladin oaths available are oath of devotion, oath of ancients and oath of vengiance.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353042&viewfull=1#post6353042
Devotion Channel Divinity: Sacred Weapon: Add Charisma modifier to attack rolls with one weapon, becomes magical, 1 minute duration.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354072&viewfull=1#post6354072
Oath of the Ancients: Tenets of the Ancients, Oath Spells, Channel Divinity (Nature's Wrath, Turn the Faithless), Aura of Warding (resistance to spell damage), Undying Sentinel, Elder Champion.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352745&viewfull=1#post6352745
oath of ancients gets some nature spells added to spell list and can turn Fey and Fiend.
channel divinity to make nature restrain foes with vines. Aura of warding to get ressitance to spell damage.
undying sentanal to not drop when reduced to 0 hp once and finaly elder champion at 20th nature become a force of nature. This one is amazing as all your spells become bonus actions and you get regeneration and force enemies to have disadvantage on saving throws
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353067&viewfull=1#post6353067
Oath of Ancients gives the option to turn Fiends and Fey, or entwine a creature within 10 feet in spectral vines.
Both as a Channel Divinity feature, both at third. 7th you give resistance to damage from spells to all allies in 10 feet, increases to 30 at 18th.
15th, Once per long rest when reduced to 0 hP and not killed outright, you can drop to 1hp instead. Also no drawbacks from aging and can't be magicaly aged.
20th, You take on a more ancient nature appearance, antlers, skin of bark, leafty green hair etc, and 1 per long rest for one minute you can transform and gain 10hp per round, the ability to ccast 1 action paladin spells as a bonus action, and you force foes in 10 feet to take disadvantage on paladin spells and channel divinity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
oath of vengance adds in some vengance spells to your spell list you can channel divinity to scare enemies you can vow enmity against a creature for advantage to all attacks on him for 1 min.
opportunity attacks let you move. soul of vengance lets you get a reaction to hit back the target of your vow every time they attack and avenging angel lets you turn into a gawd damn angelic avenger complete with wings a fly speed and an aura of terror.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353042&viewfull=1#post6353042
Oath of Vengence
1st: Bane, Hunter's Mark
5th: Hold Person, Misty Step
9th: Haste, Protection from Energy
13th: Banishment, Dimension Door
17th, Hold Monster, Scrying
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
15h Level Ability: Soul of Vengeance When a creature under the effect of your vow of enmity makes an attack you can use your reaction to make a melee attack against it.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
most Paladin only spells, requires a Verbal component only and is a swift action to cast.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353045&viewfull=1#post6353045
5th-level Smite spells: banishing smite and destructive smite
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353535&viewfull=1#post6353535
I dont see "Damning Smite" but there are some smites as class features and some as spells.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352874&viewfull=1#post6352874
Paladin lvl 4 spells Aura of Life, Aura of Purity, Banishment, Death Ward, Locate Creature, and Staggering Smite.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353664&viewfull=1#post6353664
Paladin lvl 5 spells Raise dead. Geas. Dispel evil and good.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352865&viewfull=1#post6352865
-- Ranger --
Favored Enemy applies to Wisdom (Survival) and Intelligence checks related to your favored enemy.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352009&viewfull=1#post6352009
Ranger favored enemy - advantage on survival against them and free language of your enemy - difficult terrain ignored by party when traveling over land - tracking more info - fighting styles add to damage or attacks or ac - spells up to 5th level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Level 1 Rangers get favoured enemy and natural explorer, which doubles checks related to favoured terrains and improves many skills used within.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Ranger's Companion is always a CR 1/4 or lower beast. I do not see anything upon glance about more powerful creatures.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352665&viewfull=1#post6352665
Primeval Awareness: 1 minute per level of spell slot expended, 1 mile creature awareness around you.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352401&viewfull=1#post6352401
hunter +1d8 damage per hit usualy - beast master gets companion animal (players comes with hawk, mastiff and panther) verbal no action to command your animal.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Hunter archetype has a feature called Hunter's Prey which carries some of the ranger's damage potential: Colossus Slayer (extra damage to an injured creature), Giant Killer (reaction to attack a Large or larger creature that attacks you), Horde Breaker (attack a second creature).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352036&viewfull=1#post6352036
Hunter Ranger: Hunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352344&viewfull=1#post6352344
Multiattack Volley: Yeah, 1 attack, rolled separately on all targets within 10 feet.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
it takes your action to command your beast companion to Attack, Dash, Disengage, Dodge, or Help. No action (on your turn) to have it move.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352311&viewfull=1#post6352311
You give your animal companions your proficiency bonus to AC, Attack rolls, and damage rolls, as well as any skills and saves it has proficiency in. Its hit points equal the beasts normal max, or 4 times your ranger level whichever is higher. 11th level gets Bestial Fury which allows the beast to attack twice when commanded to attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
Have a Spells Known list, so they need to select what spells they know (like a sorcerer).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352394&viewfull=1#post6352394
Rangers don't get Cantrips, 1st level spells are Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter's Mark Jump, Longstrider, Speak with Animals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
-- Rogue --
Assassin's get Assassinate (advantage against someone who has not acted in combat), Death Strike (17th level, save or double damage vs. surprised creature).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352293&viewfull=1#post6352293
Assassinate against a surprised creature is a critical hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352333&viewfull=1#post6352333
Assassinate: Advantage on attack rolls against a creature that hasn't acted, and any hit on a surprised target is an auto crit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Arcane Trickster are increasing spell slots every 3 levels, highest spell level is 4th (and only 1 slot). However, their spells known progression is by the table
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352694&viewfull=1#post6352694
Arcane Trickster receive three 1st-level spells known at 3rd level, two of which are restricted by schools, one that can be selected from any 1st-level spell on the wizard's list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354598&viewfull=1#post6354598
Arcane Trickster 17th level they get spellthief - you get blasted by something you force caster to save or you learn the spell for 8 hours and can cast it with your own spell slots
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353063&viewfull=1#post6353063
-- Sorcerer --
A sorcerer need to select what spells they know.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352394&viewfull=1#post6352394
Sorcerers get Firebolt as a cantrip
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Sorcerer does not seem to get any spells that wizards don't
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352774&viewfull=1#post6352774
Sorcerer metamagic uses Sorcery points that you use when casting a spell.
For example, when you have spell that normally take an action, you can spend 2 sorcery points to cast it as a bonus action if you took the Quicken metamagic ability.
There's 8 options for metamagic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352121&viewfull=1#post6352121
Sorc can convert slots into sorcery points and use them to create multiple lower level slots.
The way spells scale, two level 1 Chromatic Orbs are as potent as a single level 4 Chromatic Orb.
It allows him to spread his resources thinner if needed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354486&viewfull=1#post6354486
Twinned Spell costs 1 sorcery point for cantrips.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352316&viewfull=1#post6352316
1st level spell slot is 2 sorcery points, 4th level slot is 6 sorcery points.
Twinned Spell only works on spells that target one creature and doesn't have a range of self.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354647&viewfull=1#post6354647
Careful Spell allows you to have a creature automatically succeed a saving throw, that is all.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352326&viewfull=1#post6352326
Draconic resilience is 13 + dex ac and 1 extra HP per level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
-- Warlock --
Warlock spell slots are regained when you finish a short or long rest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351945&viewfull=1#post6351945
Proficiency: two from Arcana, Deception, History, Intimidation, Investigaition, Nature and Religion.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353615&viewfull=1#post6353615
Not proficient with shortswords, only simple weapons.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354272&viewfull=1#post6354272
Eldritch blast is a cantrip, does 1d10 force damage, and you get more beams at higher levels.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352577&viewfull=1#post6352577
Eldritch Invocations (total of 32) are like minor class features, some have spell or level requirements:
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
Eldritch blast: 2 rays at 5th 3 at 11th 4 at 17th can all be at same target or different ones. each needs separate attack rolls
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
That Entropic Ward - Once per rest (short or long). It also turns a miss into an advantage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352003&viewfull=1#post6352003
Hurl Through Hell: When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes [...] it takes 10d10 psychic damage as it reels from its horrific experience." (PHB 109)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352713&viewfull=1#post6352713
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
witch bolt lvl 1 evocation, concentration to 1 min. 1d12 lightning damage a round basicly the emperors hands from star wars. if you use higher level spell slots add 1d12 per slot!
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354058&viewfull=1#post6354058
Neither Armor of Agathys nor Arms of Hadar require Concentration. Hex does not offer a saving throw but can be removed with a Remove Curse spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354444&viewfull=1#post6354444
warlock invocation mask of many faces = disguise self at will
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353012&viewfull=1#post6353012
There are also silent image at will, Mage Armor at will, and False Life at will.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353204&viewfull=1#post6353204
Invocation summary:
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353305&viewfull=1#post6353305
sculptor of flesh - lvl 7 prerequ - polymorph as per the spell once a day and uses up a spell slot.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353046&viewfull=1#post6353046
Lifedrinker is a level 12+ ability.
The warlock seems really versatile. You could focus on very different things, and have a different play experience. The difference in the patrons combined with the different pacts also seems well done. I came up with 5 different character ideas based on different combinations of pact and patron.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352234&viewfull=1#post6352234
Mystic Arcanum gives the warlock 1 6th/7th/8th/9th level spell at the appropriate levels. Outside the 4 regular slots they already have.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352989&viewfull=1#post6352989
Mystic Arcanum gives you a spell you can cast without using spell slots once per long rest, and gets higher level ones over time
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352990&viewfull=1#post6352990
The blade pact gains another invocation that lets you deal extra necrotic damage equal to your Cha mod, called Lifedrinker.
You are now also able to bond a magic weapon as your pact weapon. In all regards this magic weapon will be treated as your pact weapon.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352064&viewfull=1#post6352064
Pact of the Blade weapon counts as magical for purpose of overcoming resistance and immunities has two invocations specifically meant for it, Lifedrinker (Charisma modifier to damage) and Thirsting Blade (attack with pact weapon twice).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352081&viewfull=1#post6352081
Pact Blade is not finesse
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
You can make pact blade vanish and reappear at-will.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352070&viewfull=1#post6352070
pact of the blade you can create pact weapons as an action in combat
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Pact of the Blade: create a pact weapon, automatically proficient and counts as magic, can transform magic weapon into pact weapon, dismiss weapon to extradimensional space.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354047&viewfull=1#post6354047
pact of the blade At level 5 you get Thirsting Blade, which is basically Extra Attack, and at level 14ish you get Blood-drinking Blade (or something like that, it's in this thread somewhere) that lets you add Cha bonus to damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353160&viewfull=1#post6353160
Thirsting Blade (page 111): You can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352399&viewfull=1#post6352399
Pact of the Chain: gain find familiar spell, select a special form for familiar, forgo one of your own attacks to allow familiar to attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
pact of chain you can use your action to make yoru familiar attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Pact of the Tome: choose three cantrips from any spell list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352698&viewfull=1#post6352698
Chains of Carceri (hold monster) and Voice of the Chain Master (telepathy and perceive through familiar) require Pact of the Chain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352684&viewfull=1#post6352684
Book of Ancient Secrets requires Pact of the Tome and allows you to inscribe rituals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352684&viewfull=1#post6352684
The Archfey: Fey Presence, Misty Escape (turn invisible and teleport), Beguiling Defenses (immune to being charmed, reaction to charm back), Dark Delirium.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352550&viewfull=1#post6352550
The Archfey spelllist:
1st Faerie Fire, Sleep
2nd: Calm Emotions, Phantasmal Force,
3rd: Blink, Plant Growth
4th: Dominate Beast, Greater Invisibility
5th: Dominate Person, Seeming.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
The Fiend: Expanded Spell List, Dark One's Blessing (temporary hit points), Dark One's Own Luck, Fiendish Resilience (resistance), Hurl Through Hell (wow, this one is pretty crazy).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352698&viewfull=1#post6352698
The Great Old One patron give telepathy, Entropic Ward (impose disadvantage as reaction), Thought Shield (thoughts cannot be read, resistance to psychic damage), Create Thrall (infect a humanoid to charm them).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
Warlock cantrips: blade ward, chill touch, eldritch blast, friends, mage hand, minor illusion, poison spray, prestidigitation, true strike
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353994&viewfull=1#post6353994
Warlock 1st lv spells: armor of agathys, arms of hadar, charm person, comprehend language, expeditious retreat, hellish rebuke, hex, illusory script, protection from evil and good, unseen servant and witch bolt
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354012&viewfull=1#post6354012
-- Wizards --
The wizard gets a few more utility things that the sorcerer doesn't, for example the Alarm spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352121&viewfull=1#post6352121
An Abjurer gains SR at 14th level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354311&viewfull=1#post6354311
School of Divination: get a third eye at 10th level that lets them see with darkvision, see ethereal, read all languages and see invisible till he has a rest and can be reactivated as an action anytime.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353072&viewfull=1#post6353072
Enchantment Savant: gold cost and time to copy an enchantment spell is halved.
Hypnotic Gaze:Choose a creature within 5 feet,creature must make a wis save or be unable to move, or act and is visibly dazed.
Instinctive Charm:As a reaction to an attack you may force a wisdom save, and force your attacker to divert the attack to the nearest target in reach.
Split Enchantment: When you cast an Enchantment spell of 1st or higher that targets only one creature, you may target two.
Alter Memories:When you charm a creature you can make it forget that it had acted under magical duress. Additionally during the spell's duration you can make the chosen creature forget some of the time it spent charmed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
illusion specialty gets Illusion savant, improved minor illusion, malleable illusions, illusory self, illusory reality
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354046&viewfull=1#post6354046
School of Necromancy has Necromancy Savant, Grim Harvest, Undead Thralls, Injured to Undeath, and Command Undead features.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352358&viewfull=1#post6352358
Undead Thralls: Add animate dead to spellbook and target one additional corpse or pile of bones, created undead maximum hit points increased and proficiency bonus to damage rolls.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352378&viewfull=1#post6352378
undead thralls +1 target (extra undead made) +wizard level in HP and it adds your prof bonus to its attacks
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Necromany Savant: Price and time to scribe Necromancy spells into book halved.
Grim harvest: Once per turn when you kill a creture with a spell of 1st or higher, gain hp equal to double spell level, triple level if spell was necromancy.
Undead Thralls Add animate dead to book if its not there already, when you cast animate dead you raise one more corpse and any undead made gain hp equal to your wizard level and proficiency bonus to damage rolls.
Inured(not Injured) to death: Resistance to necrotic damage and hit point max can't be reduced
Command Undead: You can take control of undead, free or otherwise, undead has to make a charisma save, if it has an int of 8 or higher it has advantage, if it has 12 or higher it saves again ever hour.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353595&viewfull=1#post6353595
Minor Alchemy can change one material into another for 1 hour. Master Transmuter can change one nonmagical object into another of equal or lesser value.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352656&viewfull=1#post6352656
Master Transmuter (14th level) has major transformation, panacea (remove all curses, disease, poison, regain all hit points), restore life (raise dead), and restore youth as subheadings.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352721&viewfull=1#post6352721
Transmuter's Stone has darkvision, speed, Constitution saving throws, resistance as a 6th level ability for School of Transmutation.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353869&viewfull=1#post6353869
Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray Prestidigation, Ray of Frost, Shocking Graps, True Strike
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353713&viewfull=1#post6353713
Wizard has 32 second-level spells on it's list
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354165&viewfull=1#post6354165
-- MC --
Multiclassing takes up two pages in the PHB, it is a bit complicated to summarize.
There are ability score prerequisites, you only gain some of the proficiencies of the new class,
your spell slots are based on total character level (spellcasting classes only), spells known and prepared are based on individual caster level,
certain class features do not stack or have special rules (Extra Attack, Channel Divinity, Unarmored Defense).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351980&viewfull=1#post6351980
No hybrid/gestalt rules
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354635&viewfull=1#post6354635
You must meet ability score prerequisites of both classes
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352604&viewfull=1#post6352604
You need an ability score of 13 for the class (i.e. 13 Intelligence for wizard, 13 Charisma for bard, etc.). It is pretty easy to figure out.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354044&viewfull=1#post6354044
You do not get any extra save proficiencies from multiclassing.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353331&viewfull=1#post6353331
Some classes give weapon or armor proficiencies.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354255&viewfull=1#post6354255
Cleric: light armor medium armor and shields
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353328&viewfull=1#post6353328
Fighter: Light, Medium, Shield, Simple & Martial. Extra Attack does not stack, nor does Thirsting Blade(invocation) stack with Extra Attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354474&viewfull=1#post6354474
Rogue: Light armor, one skill, thieves' tools.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353870&viewfull=1#post6353870
No proficiencies for multiclass wizard or sorcerer.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352604&viewfull=1#post6352604
Multi-classing into a Wizard has some caveats depending on what your prior classes are, at least in determining spell slots. Minimum Int:13. It seems Pact Magic and Spellcasting slots are interchangeable as well. You add all of your casting classes together (partial casters are half-levels) and consult the Spell Slots by Per Spell Level table to determine total slots. Casting a spell from a particular class requires use of that class's ability, no matter which class the slot came from.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354228&viewfull=1#post6354228
add all bard, cleric, druid, sorc, wizard classes 1/2 of level in paladin and ranger and 1/3 of level in eldritch knight and arcane trickster to get total multiclass spellcaster level - look at chart and find your spell slots per day which are used to fuel ALL your spells
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352961&viewfull=1#post6352961
pact magic has its own paragraph
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352961&viewfull=1#post6352961
-- Feat --
About 1/3 of the Feats have prerequisites, of which none are racial. Most seem to be "Ability to cast spells", and there are 5 with ability prerequisites of 13+. The rest are armor proficiency-prerequisites.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354275&viewfull=1#post6354275
Athlete, Lightly Armored, Moderately Armored, Resiliant, Weapon Master can increase Dexterity score by 1.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354714&viewfull=1#post6354714
Athlete: your STR or DEX improve by 1 and standing up from prone uses a small amount of your movement for your turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355762&viewfull=1#post6355762
Charger: action to Dash, bonus action to make melee attack or shove, bonus to damage or push distance if you move 10 feet before.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352673&viewfull=1#post6352673
Defensive Duelist: does not use shield at all. lets you add your proficiency bonus to your AC to interrupt an attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353093&viewfull=1#post6353093
No shield is required Defensive Duelist, just a finesse weapon you are proficient with.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353409&viewfull=1#post6353409
Dual Wielder: +1 AC when using two melee weapons, wield weapons that aren't light, draw or stow two weapons instead of one.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352300&viewfull=1#post6352300
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353567&viewfull=1#post6353567
Dual Wielder: Both Weapons can be one handed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Grappler feat: Advantage against creature you are grappling, action to pin (restrain), one size larger does not automatically escape.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352630&viewfull=1#post6352630
Great Weapon Master feat - When you drop a creature or score a critical hit, can take an extra attack as a bonus action, and -5 attack for +10 damage
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352110&viewfull=1#post6352110
Lightly Armored increases your Strength or Dexterity by one (maximum 20) and gives proficiency with light armor. There is no "Master" feat for light armor, however.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352066&viewfull=1#post6352066
observant is nice. you get to raise wisdom or intelligence by 1 and read lips and +5 to passive perception and investigation.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
Magic Initiate: Pick a casting class, gain two cantrips and one 1st level spell from that class list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353396&viewfull=1#post6353396
Magic Initiate: Long rest before you can cast the spell again.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353454&viewfull=1#post6353454
Martial Adept feat gives you two battle master maneuvers and a superiority die
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Mounted Combatant - you have melee advantage against unmounted enemies who are smaller than your mount. you can force an attack on your mount to target you instead.
if you mount gets a dex save for half it takes half anyhow and none on a save.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353107&viewfull=1#post6353107
Heavy Armor Master - +1 Strength, -3 damage from piercing, bludgeoning, slashing damage from non magical weapons
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Resilient feat: just proficiency in one save and a stat boost
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352328&viewfull=1#post6352328
Resilient can only be taken once
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Sharpshooter:Attacking at Long Range doesn't impose disadvantage. Your Ranged Weapons attacks ignore half and 3/4 cover.
You can chose when attacking with a proficient ranged weapon to take -5 attack for +10 Damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Skulker: I can't say how it was during the alpha, I don't have it on this computer. But Skulker pre-req, dex 13 or up.
You can try to hide when lightly obscured from a target. When hidden and attacking at ranged a miss doesn't reveal you.
Dim Light doesn't impose disadvantage on perception checks relying on sight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Tough feat increases 2 hit point per level.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355002&viewfull=1#post6355002
Warcaster
- advantage on Con saves when taking damage to maintain concentration
- don't need a free hand for somatic components of spells
- cast a single target, one action spell instead of opportunity attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352249&viewfull=1#post6352249
-- Eq --
Equipment chapter is exactly the same as Basic Rules, except there are pictures.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352772&viewfull=1#post6352772
-- Spells --
9th level spell list, sorcerers have 5 spells, wizards have 12 spells. Astral projection, foresight, imprisonment, prismatic wall, shapechange, true polymorph, weird are not on the sorcerer list, for example.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352719&viewfull=1#post6352719
Alter self allows aquatic adaptation, change appearance, and natural weapons. No flight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353869&viewfull=1#post6353869
Animated Dead: Creates a zombie or skeleton (instantaneous), control for 24 hours, cast it against to control for 24 hours, higher level creates/controls more undead.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352583&viewfull=1#post6352583
Animated Dead: "The target becomes a (small or medium) skeleton if you chose bones or a zombie if you chose a corpse." (PHB 213) Higher levels create or assert control over more undead creatures, but does not state anything about size or type. The Appendix only lists medium sized undead.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354207&viewfull=1#post6354207
Arcane lock is not rituals
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Bestow curse: Touch range. It deals Disadvantage with a chosen Ability and Saving Throws using utilizing it.
Disadvantage on attacks against caster. Chance to do nothing for a turn on a failed save.
Target takes extra damage from attacks and spells by caster.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354676&viewfull=1#post6354676
Bane 3 targets save or take a -1d4 penalty to their saves and attacks.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
Banishing Smite, adds 5d10 force damage. If you reduce the target to 50hp or less it is banished. Sent back to home plane if an outsider, sent to a pocket demiplane for duration(concentration, up to 1 minute) if native to current plane.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353542&viewfull=1#post6353542
Blade Ward: resistance for a turn to bludgeoning slashing and piercing
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
Blink: on an 11 or higher on a d20 roll you "blink" and can move 10 feet from where you were. There is more too it than that but I think you understand the point of the spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355762&viewfull=1#post6355762
compulsion forces creatures to move in a direction you chose but otherwise they act as they wish.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
Summoning spells are conjure spells now (i.e. conjure animals, conjure elemental, etc.). There are 6 of them total. Unfortunately, they depend on the DMG or MM for creature statistics.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352567&viewfull=1#post6352567
Chromatic Orb: 1st-level evocation, choose acid, cold, fire, lightning, poison, or thunder damage.
Requires a 50 gp diamond as a (non-consumed) material component.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354730&viewfull=1#post6354730
Conjure spells are a certain level (conjure woodland beings is a 4th-level spell, for example), but have increased effects (different creature) or conjure more creatures if you use a higher level slot (same example as above, casting as a 6th-level slot twice as many creatures appear).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352686&viewfull=1#post6352686
Crusaders Mantle:Concentration, up to 1 minute 30 foot aura centeered on caster each non hostile in aura deals an extra 1d4 radiant on a weapon attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353615&viewfull=1#post6353615
Destructive Smite/Wave: 30 foot radius from yourself - strike ground, waves of divine energy. each creature you choose in the area must save of 5d6 thunder damage and radiant or necrotic damage 5d6 and knocked prone. save half and no knockdown.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352899&viewfull=1#post6352899
Dissonant Whispers: 60 ft range, one creature takes 3d6 psychic damage and must try to flee. Save for half, doesn't have to move. 1d6 damage for each slot above 1st.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353565&viewfull=1#post6353565
Divine favor adds 1d4 radiant damage on a hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352588&viewfull=1#post6352588
False Life: 1 hour duration 1d4+4 temp HP and for each level higher slot +5 hp
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353562&viewfull=1#post6353562
Find Familiar: Familiars are for the most part take the form of challenge 0 beasts, but act as celestial, fey or fiends, your choice.
They act independantly but always follow commands, Acts on its own initiative, but may not attack.
You can communicate with it telepathicly within 100 rounds and as an action you may use its senses as opposed to your own. Familiars within 100 yards may also deliver touch spells, using your attack mod if an attack is required.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353473&viewfull=1#post6353473
Find Steed: the spirit you summon and bond to takes a form you chose such as horse elk etc etc etc.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353070&viewfull=1#post6353070
Find Steed: doesn't mention higher-level variants, it states that your DM may allow other animals to be summoned, which could easily be a stronger creature around your level.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353583&viewfull=1#post6353583
Finger of death "a humanoid killed by this raises as a zombie"
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354208&viewfull=1#post6354208
Forcecage has no saving throw except trying to escape by teleportation. Success on that saving throw allows teleport out, failure wastes the spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352739&viewfull=1#post6352739
Friends: concentration advantage to charisma checks but creature becomes hostile when spell ends knowing he was had
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
Hunter's Mark: Bonus action to cast. Concentration 1 hour max. Mystically mark foe you can see. +1d6 damage advantage on perception and survival. If it drops you can mark new foe. Higher level casting eventually lets the spell last up to 24 hours
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353589&viewfull=1#post6353589
Jump distance is triple, duration 1 minute.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354616&viewfull=1#post6354616
knock is not rituals
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Magic jar, 6th level necromancy spell. Duration is until dispelled.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352358&viewfull=1#post6352358
Phantom Steed exists
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Prismatic sphere is an alternate form of the prismatic wall spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353118&viewfull=1#post6353118
there is a polymorph spell
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352320&viewfull=1#post6352320
Scorching ray, 2nd-level evocation, three rays of fire for 2d6 each, higher levels get more rays.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352777&viewfull=1#post6352777
Shapechange is CR creature of your level or lower.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352739&viewfull=1#post6352739
Shapechange: Concentration, up to 1 hour. The spell takes up more than a single page column.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352755&viewfull=1#post6352755
Staggering Smite: +4d6 Psychic Damage on attack, target makes Will save or suffers disadvantage on attack rolls, saving throws, and is incapacitated until end of its next turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353702&viewfull=1#post6353702
True Strike: next turn advantage on attack roll
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
True Strike: Divination cantrip, 1 action, Concentration, advantage on your first attack roll against target.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353951&viewfull=1#post6353951
Weird: Area spell, save every round or take damage, concentration up to 1 minute.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354390&viewfull=1#post6354390
wish is a 9th-level conjuration. It is over half a page long and has side effects (beyond "The DM has great latitude in ruling what occurs"). Cast with caution.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352661&viewfull=1#post6352661
Wish can duplicate any 8th level or lower spell without using components,
it has a handful of additional effects, from creating a non magical item of up to 25k in value, healing large groups, or forcing a reroll on an action in prior turns.
As well as allowing stated reality shaping effects, prone to DM shenanigans, but with severe drawbacks including a chance of never being able to cast wish again.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353664&viewfull=1#post6353664
Wish: If you do anything but replicate a spell bad things happen.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Not exists: Amanuensis, Divine Power, Prying Eyes, Enervation, and Wail of the Banshee
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
-- Appendix A --
magic resistance saving throws and resistance against spell damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354283&viewfull=1#post6354283
-- Appendix B --
Forgotten Realms, Greyhawk, Dragonlance, Eberron, Nonhuman Deities, Celtic, Greek, Egyptian, Norse. Includes evil deities. Death domain is the only one not included in the PHB.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352319&viewfull=1#post6352319
their are 130 deities on the list. Columns: Deity name (by setting), Alignment, Suggested Domains and Symbol.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354452&viewfull=1#post6354452
Death domain shows as an option in the appendix, directing you to the DMG.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354669&viewfull=1#post6354669
Most deities only get one suggested domain, some with two.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352322&viewfull=1#post6352322
There is a Nonhuman Deities list in the Appendix. There are four elf deities (five if you include Lolth), but none of the really minor ones and no drow pantheon. For comparison, Bahamut and Tiamat are on this list as well.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352595&viewfull=1#post6352595
35-ish gods in the Forgotten Realms section plus a spatterning in the non human deities section.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353633&viewfull=1#post6353633
Aphrodite, Freya and Isis: Light, Life, Knowledge and Life
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Belenus (Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Bane (War)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Bast (Egyptian) gets the War domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352612&viewfull=1#post6352612
Cyric - god of lies - trickers is his suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353093&viewfull=1#post6353093
Deep Sashelas (FR) (Nature, Tempest)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Hecate (Greek) has Knowledge and Trickery as suggested domains.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352668&viewfull=1#post6352668
Iuz is in the Greyhawk deities appendix.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352292&viewfull=1#post6352292
Iuz has death domain.
http://www.enworld.org/forum/showthread.php?357793-Finally/page15&p=6352298#post6352298
Kelemvor (FR) has Death as suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
Kol Korran has Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352792&viewfull=1#post6352792
Lathander (Life, Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Lolth has Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352330&viewfull=1#post6352330
Mask has Trickery as a suggested domain. He is also chaotic neutral (instead of neutral evil).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353933&viewfull=1#post6353933
Myrkul, god of death
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354694&viewfull=1#post6354694
Onatar has Knowledge
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352792&viewfull=1#post6352792
Osiris (Life, Nature)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Re-Horakhty (Life, Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Rillifane Rallathil (FR) (Nature)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Sehanine Moonbow (Knowledge)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Set (Egyptian): Death, Tempest, Trickery
Shar: Death and Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352546&viewfull=1#post6352546
Sharess (FR) does not appear on the deity list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352586&viewfull=1#post6352586
Tymora (FR) has Trickery as a suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354683&viewfull=1#post6354683
Wee Jas (Greyhawk) has Death and Knowledge as suggested domains.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353885&viewfull=1#post6353885
-- Appendix C --
Appendix C shows the new cosmology for D&D, mixture of the great Wheel and the 4e cosmology.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352319&viewfull=1#post6352319
Elemental Planes and Elemental Chaos are part of the Inner Planes.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352360&viewfull=1#post6352360
The Demiplane of Dread (I assume that is where Ravenloft is) is not listed specifically, but there is mention of multitude of demiplanes.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352342&viewfull=1#post6352342
Shadowfell is a Material Echo plane and parallel to the Material Plane.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352546&viewfull=1#post6352546
The Astral encompasses all Outer Planes. The Ethereal surrounds all Inner Planes.
The names of the Outer Planes are the same from Planescape (Bytopia, Elysium, Ysgard, etc).
The Positive and Negative planes form two concave shells that cover the "ball" of the Multiverse, leaving a gap be
tween themselves.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355036&viewfull=1#post6355036
great wheel is back. outlands. upper and lower, positive and negative energy, feywild and shadowfell, far realm, Elysium, the beastlands, arborea, ysgard, limbo, pandemonium, the abyss, carceri, hades, gehenna, the nine hells, acherron, mechanus, arcadia, mount celestia, bytopia earth air fire water elemental chaos (yup chaos as well as individual ones)
Gate towns on the outlands is back.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352829&viewfull=1#post6352829
-- Appendix D --
8 pages, beasts and mounts, familiars, and a couple undead. Things a player would need for their character.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352391&viewfull=1#post6352391
bat, black bear, boar, brown bear, cat, constrictor snake, crocodile, dire wolf, frog, giant eagle, giant spider, hawk, imp, lion, mastiff, mule, owl, panther, poisonous snake, pseudodragon, quasit, rat, raven, reef shark, riding horse, skeleton, sprite, tiger, warhorse, wolf, zombie
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Imps have lots of resistances, immunity to fire and poison, darkvision (not affected by magical darkness), shapechange, and magic resistance. Other familiars are generally animals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353432&viewfull=1#post6353432
Imps get DR(cold,bludgeoning,piecing and slashing unless magical or silvered) as well as the ability to turn invisible, shapechaning into more mundane forms and magic resistance. Bladeward gives reistance against Bludgeoning, Slashing and Piercing weapons. Single Action lasts 1 round.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
Pseudodragons have advantage on many perceptions checks and a sting that can knock foes unconcious on a low roll. Quasits have invisibility, scare 1/day. Botha have magic resitance and damaging poisons. Sprites have a weak melee attack, a poisoned shortbow invisibility and on a touch can know a creatures emotional states.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353595&viewfull=1#post6353595
Warhorse: Speed 60 ft., passive Perception 11, Trampling Charge (save or knocked prone).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353874&viewfull=1#post6353874
Compare with playtest:
The skeleton in the PHB has a few more HP, higher Dex and uses a Shortsword instead of a Longsword, as well as x2.5 the XP.
The PHB zombie has over double the HP, slightly lower Strength, 1/3 the Cha, Shambling has been removed, Slam does one die higher and XP is also x2.5.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354267&viewfull=1#post6354267
All answers come with links, so you can check them out yourself.
I have skipped a few duplicate answers and some that were covered in basic.
-- Book --
Pages feel a bit thinner than previous editions, but they are shiny and slick, no signs of smudges or fingerprints. Edges are good.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352594&viewfull=1#post6352594
Barbarian & book binding: http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352560&viewfull=1#post6352560
Inspirational Reading: http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352854&viewfull=1#post6352854
Reddit pictures:
imgur .com/OAGOL2x
imgur .com/ScXbq4U
imgur .com/4tYeMpQ
imgur .com/Jv9RlrS
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353462&viewfull=1#post6353462
-- Race --
Dragonborn: str +2 cha +1 and a choice of all the colors and metalics of dragonkind for line of cone breath weapons as well as an elemental resistance
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352869&viewfull=1#post6352869
Dragonborn: +2 Str, +1 Cha, Breath is 15ft Cone of Poison, con save. 2d6,3d6 at 6th, 4d6 at 11th, and5d6 at 16th . Resitance to Poison.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
Breath Weapon DC for dragonborn is DC 8 + proficiency bonus + Constitution modifier.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353872&viewfull=1#post6353872
Drow: dex + 2 cha +1 superior darkvision sunlight sensitivity drow magic and drow weapon training
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353321&viewfull=1#post6353321
drow magic:
1stlevel dancing lights
3rdlevel faerie fire 1/day
5thlevel darkness 1/day
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354315&viewfull=1#post6354315
drow weapon training : Rapiers, shortswords, hand crossbows.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354337&viewfull=1#post6354337
sunlight sensitivity: disadvantage to attack and perception in sunlight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
forest gnome +2 int +1 dex darkvision 25 foot speed advantage on wis int and cha saves vs magic bonus minor illusion cantrip and can talk to small beasts
rock gnome +2 int +1 con darkvision 25 foot speed advantage on wis int cha magic saves double prof bonus on some history checks vs magic stuff and can make little tinker objects like clockwork toys, firestarters and music boxes
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354001&viewfull=1#post6354001
half elf cha +2 and any two +1 - darkvison advantage vs sleep and charm and free 2 skill proficiancies
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Half-Orc: Strength by 2, Constitution by 1, Darkvision, Menacing (Intimidation skill), Relentless Endurance, Savage Attacks (more damage on critical).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352582&viewfull=1#post6352582
-- Background --
Charlatan
Skill: Deception, Sleight of Hand
Tool: disguise kit, forgery kit
Feature: False Identity
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352794&viewfull=1#post6352794
Entertainer
acrobatics performance disguise kit one musical instrument some equipment an entertainer routine you know how to perform on stage and a feature "by popular demand" you can always find a place to perform plus other goodies
Variant entertainer: GLadiator
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353002&viewfull=1#post6353002
Guild Artisan
Skill: Insight, Persuasion
Tool: artisan's tool
Language: choose one
Feature: Guild Membership
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352794&viewfull=1#post6352794
Guild membership - food lodging funeral expenses and a central meeting place. if your accused of a crime they may lend you a lawyer. May be able to get access to powerful politicians. 5gp a month dues
they also have a variant called "guild merchant"
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352813&viewfull=1#post6352813
Guild merchant variant: Navigator's tools or a language instead of artisan's tools proficiency.
Instead of artisan's tools for equipment, mule and cart.
http://www.enworld.org/forum/showthread.php?357793-Finally/page73&p=6354093#post6354093
Noble Background: Proficiencies History and Persuasion,
Proficient with one gaming set, one language of :choice, and a set of fine cloths, a signet ring, a scroll of pedigree and a purse with 25gp.
as an added feature you have Position of Privilege, allowing you to move amongst high society, as well as secure an audience with a local noble if need be.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
knight variant: instead of position of privilege you get a noble boy as your squire
there's also a sub variant to get 3 retainers
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354144&viewfull=1#post6354144
Outlander background
Skill: Athletics, Survival
Tool: One musical instrument
Language: Choose one
Feature: Wanderer (memory for maps and geography, recall terrain, find food and water)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351934&viewfull=1#post6351934
Sailor
Skill: Athletics, Perception
Tool: Navigator's tools, vehicles (water)
Feature: Ship's Passage (secure free passage on sailing ship)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352326&viewfull=1#post6352326
Urchin
Skill: Sleight of Hand, Stealth
Tool: disguise kit, thieves' tools
Feature: City Secrets (travel between two locations in a city twice as fast)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352709&viewfull=1#post6352709
Customizing a Background (page 125): pick a feature, two skills, two tools or languages.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352709&viewfull=1#post6352709
Variant Criminal: Spy, Variant Entertainer: Gladiator, Variant Guild Artisan: Guild Merchant, Other Hermits, Variant Noble: Knight, Variant Sailor: Pirate.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354121&viewfull=1#post6354121
-- Barbarian --
barbarian rage says you have resistance to bludgeoning, piercing and slashing damage when you enter a rage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352278&viewfull=1#post6352278
Barbarians get Reckless Attack at 2nd level, advantage on Strength attacks, but attacks against you have advantage until next turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352302&viewfull=1#post6352302
Path of the Berserker: Frenzy (bonus action melee attack, exhaustion), Mindless Rage (cannot be charmed or frightened), Intimidating Presence (frighten creature), Retaliation (reaction melee attack after taking damage).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352677&viewfull=1#post6352677
Path of the Totem:
Lv.3 Spirit Seeker: Sense & speak with animals.
Lv.3 Totem Spirit: Choose totem token. MAY gain minor characteristics of chosen totem. These are boosted to mechanical bonuses while Raging.
Lv.6 Aspect of the Beast: Gain nonCombat animal bonuses, does not have to be Totem animal.
Lv.10 Spirit Walker: Commune with Nature via Totem or Aspect animal.
Lv.14 Totemic Attunement: Combat/encounter bonuses based on Attuned animal. Does not have to be prior Totem or Aspect choices.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354469&viewfull=1#post6354469
Eagle totem does not give any Dexterity advantages.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
-- Bard --
bards get to swap spells as they level still
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353029&viewfull=1#post6353029
Bardic Inspiration is one creature, lasts 10 minutes or until used. Use the die after a d20 roll, before results announced.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352640&viewfull=1#post6352640
Bardic Inspiration affects one creature other than yourself and you can use it Charisma modifier times per long rest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352026&viewfull=1#post6352026
Song of Rest helps regain extra hit points after a rest. Bards also have cure wounds, healing word, mass cure wounds upon quick glance.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352633&viewfull=1#post6352633
College of Lore: Bonus Proficiencies, Cutting Words, Additional Magical Secrets, Peerless Skill. Any spell (limited by level) can be learned with Magical Secrets.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
College of Valor: Bonus Proficiencies, Combat Inspiration (add Inspiration die to damage or AC), Extra Attack, Battle Magic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352556&viewfull=1#post6352556
war magic is a cantrip plus a weapon attack at 7th level and bard battle magic is 14th level which is a bard spell any level plus a weapon attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353009&viewfull=1#post6353009
-- Cleric --
The domains listed are Death, Knowledge, Life, Light, Nature, Tempest, Trickery, War.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352275&viewfull=1#post6352275
some Domains have different Divine Strike damage types (none are the same as the other).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352554&viewfull=1#post6352554
Light Domain: Bonus Cantrip, Warding Flare (disadvantage to attacker), Channel Divinity: Radiance of the Dawn, Improved Flare, Potent Spellcasting (Wisdom modifier to cantrip damage), Corona of Light.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352769&viewfull=1#post6352769
Light Domain: You get light as a bonus cantrip.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353952&viewfull=1#post6353952
Knowledge domain gives lots of bonus divination spells (some from the wizard list), double proficiency bonus on two skills, Channel Divinity (Knowledge of the Ages and Read Thoughts), Potent Spellcasting, and Visions of the Past (Object Reading and Area Reading).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352049&viewfull=1#post6352049
Trickery domain gives some illusion and disguise spells, Blessing of the Trickster (give one creature advantage on Stealth checks), Channel Divinity: Invoke Duplicity (illusion double), Channel Divinity: Cloak of Shadows, Divine Strike (extra poison damage), Improved Duplicity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352049&viewfull=1#post6352049
Tempest Domain: Bonus Proficiencies, Wrath of Storm (rebuke attackers), Channel Divinity: Destructive Wrath, Thunderbolt Strike, Divine Strike (thunder damage), Stormborn (flying when outdoors).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
War Domain clerics get a class feature called Bonus Proficiencies that gives heavy armor and martial weapons proficiencies, not affected by multiclassing.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353385&viewfull=1#post6353385
War Domain Spells
1st: Divine Favor, Shield of Faith
3rd: Magic Weapon, Spiritual Weapon
5th: Crusader's Mantle, Spirit Guardians
7th: Freedom of Movement, Stoneskin
9th: Flame Strike, Hold Monster
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Cantrips: Guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353452&viewfull=1#post6353452
-- Druid --
Wild Shape is over half a page long, it does not summarize easily.
The hit points of the creature you turn into are separate and only affect yours if there is excess damage overflow.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352572&viewfull=1#post6352572
Wild Shape is only beasts (as far as I can see at a glance).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Wild shape - "any beast with a max CR of 1/4 with no flying or swimming" at 2nd level. at higher levels the CR is raised and the restrictions are removed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352880&viewfull=1#post6352880
Circle of the Land at 2nd level on a short rest you can regain spell slots equal to half your druid level, with no spells higher than sixth, but only once per long rest. 6h level Nonmagical difficult terrain costs no extra movement, and advantage on spells that impede movement with plants. 10th level can't be charmed or frightened by elementals or the fey and immune to poison and disease. at 14th natural beasts and plant creatures have to make a wisdom save to attack you.
The book gives examples of Wolf at 2nd, Crocodile at 4th, and Giant Eagle at 8th
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
circle of the land gets bonus cantrip, can burn spell slots during rest for healing and chooses a circle of land like arctic, coast, forest, desert etc and eacg gives even more bonus spells. lands stride for ignoring terain natures ward for imunity to charm and poison and desease, natures sanctuary at 14th natural creatures need to make a save just to target you with an attack.
wild shape 8th level is the peak max cr 1 no movement restrictions so like giant eagle or tiger or lion or giant spider or dire wolf or brown bear from the players
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353506&viewfull=1#post6353506
Circle of the Moon gets Combat Wild Shape (Wild Shape as a bonus action, expend spell slots to regain hit points), and Circle Forms (higher CR of creatures you can Wild Shape into, starts at CR 1 and goes up).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352026&viewfull=1#post6352026
Circle of the Moon: Circle Forms (page 69): "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down."
Otherwise, it seems it is maximum of CR 1 for non-Circle of the Moon druids.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352072&viewfull=1#post6352072
level 10 Circle of the Moon: Elemental wildshape
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352838&viewfull=1#post6352838
Elemental wildshape: Expend two uses of Wild Shape to turn into an elemental (same CR rules apply). Unfortunately, there are no stats for elementals in the PHB.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354059&viewfull=1#post6354059
Elemental wildshape: expend 2 wildshape uses to become an air earth fire or water elemental
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354060&viewfull=1#post6354060
-- Figter --
Fighter gets some Fighting Styles not available to Rangers and Paladins
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
All Battle Master maneuvers (total 16) have no level requirement.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352009&viewfull=1#post6352009
Maneuvers are generally universal, none that require two weapons, though some of them are melee specific (as opposed to ranged).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352320&viewfull=1#post6352320
Battle Master start with 4 superiority dice, up to 6 total.
Not sure anything is extremely flashy (one maneuver can frighten a creature, another can give a friendly creature temporary hit points, etc.). At least one adds reach and damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352338&viewfull=1#post6352338
Battle Master lv 15, Relentless: Regain 1 superiority die when you roll initiative and have no superiority dice remaining.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352348&viewfull=1#post6352348
Evocation and abjuration for Eldritch Knight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352092&viewfull=1#post6352092
Eldritch Knight: Spellcasting (all abjuration and evocation, except at certain levels), Weapon Bond, War Magic (bonus action to attack after casting a cantrip), Eldritch Strike, Arcane Charge, Improved War Magic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352743&viewfull=1#post6352743
Eldritch Knight learns spells from the Wizard's spell list
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354571&viewfull=1#post6354571
Arcane Trickster receive three 1st-level spells known at 3rd level, two of which are restricted by schools, one that can be selected from any 1st-level spell on the wizard's list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354598&viewfull=1#post6354598
Eldritch Knight are increasing spell slots every 3 levels, highest spell level is 4th (and only 1 slot). However, their spells known progression is by the table
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352694&viewfull=1#post6352694
Eldritch Knight at 14th nothing but at 15th they get arcane charge: teleport with your action surge as well as the normal extra action
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353026&viewfull=1#post6353026
-- Monk --
Monks use d8 for hit dice.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352087&viewfull=1#post6352087
Monk save: Strength and Dexterity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354731&viewfull=1#post6354731
Monk Weapons are now shortswords and any simple nonHeavy/nonTwo-handed weapon.
http://www.enworld.org/forum/showthread.php?357793-Finally/page78&p=6354306#post6354306
Only simple weapon that cannot be used as a monk weapon is greatclub.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354718&viewfull=1#post6354718
Martial Arts : works with unarmored strikes and all monk weapons. use dex instead of strength if you want. unarmed starts at d4 and goes up. if you attack you get a bonus action to unarmed strike. so if you smack someone with a quarterstaff you can punch him too.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
Monk damage goes to 1d10 highest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355002&viewfull=1#post6355002
Monks get their usual 10+Dex+Wis Unarmed Defense feature. They can spend a Ki Point to take the Dodge Action as a Bonus Action. They get the usual Evasion features at higher levels, too
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354297&viewfull=1#post6354297
Ki refreshes on short or long rests. Deflect now offers a d10 roll with modifiers to negative missile damage. Taking 0 damage results in a caught projectile. You can then spend Ki to make an immediate counter with said projectile!
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354306&viewfull=1#post6354306
You gain evasion at later levels, as well as Empty Body now allowing you to turn invisible and gain resistant to all nonForce damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354306&viewfull=1#post6354306
Flurry of Blows costs 1 ki and allows the monk two unarmed strikes as a bonus action.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352554&viewfull=1#post6352554
diamond soul still grant proficiency to all Saves, and you can spend KI to reroll
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352952&viewfull=1#post6352952
Perfect Self: When you roll for initiative and have no ki remaining, regain 4 ki points.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352588&viewfull=1#post6352588
Way of the Open Hand: "...ultimate masters of martial arts combat [...] learn techniques to push and trip their opponents, manipulate ki to heal damage [...] practice advanced meditation that can protect them from harm."
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
The Way of the Four Elements monastic tradition allows monks to use their ki to duplicate certain spells and effects (not all of them are from the spell lists).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352087&viewfull=1#post6352087
Way of the Shadow: Shadow Arts (spells), Shadow Step (teleport then get advantage), Cloak of Shadows (invisibility in dim light), Opportunist (reaction to attack a creature hit by attack).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352591&viewfull=1#post6352591
-- Paladin --
Divine Sense: Detects the presence of celestials, fiends, and undead within 60 feet of you.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352798&viewfull=1#post6352798
The paladin is proficient in Wisdom and Charisma save.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352318&viewfull=1#post6352318
lay on hands paladin lvl 1 pool of hp is level X5 uses an action you can split that HP up as you want as an action all day
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Aura of protection: cha or +1 if your cha is low, 10 foot, until 18th level when it goes to 30 foot
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352877&viewfull=1#post6352877
to divine smite you have to expend one paladin spell slot to deal extra damage
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352910&viewfull=1#post6352910
divine smite +2d8 radiant and +1d8 per level of slot over 1st that you burn
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352916&viewfull=1#post6352916
Improved Divine Smite - Extra 1d8 radiant damage with every melee hit (stacks with Divine Smite).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352383&viewfull=1#post6352383
Paladin oaths available are oath of devotion, oath of ancients and oath of vengiance.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353042&viewfull=1#post6353042
Devotion Channel Divinity: Sacred Weapon: Add Charisma modifier to attack rolls with one weapon, becomes magical, 1 minute duration.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354072&viewfull=1#post6354072
Oath of the Ancients: Tenets of the Ancients, Oath Spells, Channel Divinity (Nature's Wrath, Turn the Faithless), Aura of Warding (resistance to spell damage), Undying Sentinel, Elder Champion.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352745&viewfull=1#post6352745
oath of ancients gets some nature spells added to spell list and can turn Fey and Fiend.
channel divinity to make nature restrain foes with vines. Aura of warding to get ressitance to spell damage.
undying sentanal to not drop when reduced to 0 hp once and finaly elder champion at 20th nature become a force of nature. This one is amazing as all your spells become bonus actions and you get regeneration and force enemies to have disadvantage on saving throws
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353067&viewfull=1#post6353067
Oath of Ancients gives the option to turn Fiends and Fey, or entwine a creature within 10 feet in spectral vines.
Both as a Channel Divinity feature, both at third. 7th you give resistance to damage from spells to all allies in 10 feet, increases to 30 at 18th.
15th, Once per long rest when reduced to 0 hP and not killed outright, you can drop to 1hp instead. Also no drawbacks from aging and can't be magicaly aged.
20th, You take on a more ancient nature appearance, antlers, skin of bark, leafty green hair etc, and 1 per long rest for one minute you can transform and gain 10hp per round, the ability to ccast 1 action paladin spells as a bonus action, and you force foes in 10 feet to take disadvantage on paladin spells and channel divinity.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
oath of vengance adds in some vengance spells to your spell list you can channel divinity to scare enemies you can vow enmity against a creature for advantage to all attacks on him for 1 min.
opportunity attacks let you move. soul of vengance lets you get a reaction to hit back the target of your vow every time they attack and avenging angel lets you turn into a gawd damn angelic avenger complete with wings a fly speed and an aura of terror.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353042&viewfull=1#post6353042
Oath of Vengence
1st: Bane, Hunter's Mark
5th: Hold Person, Misty Step
9th: Haste, Protection from Energy
13th: Banishment, Dimension Door
17th, Hold Monster, Scrying
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
15h Level Ability: Soul of Vengeance When a creature under the effect of your vow of enmity makes an attack you can use your reaction to make a melee attack against it.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353723&viewfull=1#post6353723
most Paladin only spells, requires a Verbal component only and is a swift action to cast.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353045&viewfull=1#post6353045
5th-level Smite spells: banishing smite and destructive smite
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353535&viewfull=1#post6353535
I dont see "Damning Smite" but there are some smites as class features and some as spells.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352874&viewfull=1#post6352874
Paladin lvl 4 spells Aura of Life, Aura of Purity, Banishment, Death Ward, Locate Creature, and Staggering Smite.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353664&viewfull=1#post6353664
Paladin lvl 5 spells Raise dead. Geas. Dispel evil and good.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352865&viewfull=1#post6352865
-- Ranger --
Favored Enemy applies to Wisdom (Survival) and Intelligence checks related to your favored enemy.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352009&viewfull=1#post6352009
Ranger favored enemy - advantage on survival against them and free language of your enemy - difficult terrain ignored by party when traveling over land - tracking more info - fighting styles add to damage or attacks or ac - spells up to 5th level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Level 1 Rangers get favoured enemy and natural explorer, which doubles checks related to favoured terrains and improves many skills used within.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Ranger's Companion is always a CR 1/4 or lower beast. I do not see anything upon glance about more powerful creatures.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352665&viewfull=1#post6352665
Primeval Awareness: 1 minute per level of spell slot expended, 1 mile creature awareness around you.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352401&viewfull=1#post6352401
hunter +1d8 damage per hit usualy - beast master gets companion animal (players comes with hawk, mastiff and panther) verbal no action to command your animal.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Hunter archetype has a feature called Hunter's Prey which carries some of the ranger's damage potential: Colossus Slayer (extra damage to an injured creature), Giant Killer (reaction to attack a Large or larger creature that attacks you), Horde Breaker (attack a second creature).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352036&viewfull=1#post6352036
Hunter Ranger: Hunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352344&viewfull=1#post6352344
Multiattack Volley: Yeah, 1 attack, rolled separately on all targets within 10 feet.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
it takes your action to command your beast companion to Attack, Dash, Disengage, Dodge, or Help. No action (on your turn) to have it move.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352311&viewfull=1#post6352311
You give your animal companions your proficiency bonus to AC, Attack rolls, and damage rolls, as well as any skills and saves it has proficiency in. Its hit points equal the beasts normal max, or 4 times your ranger level whichever is higher. 11th level gets Bestial Fury which allows the beast to attack twice when commanded to attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
Have a Spells Known list, so they need to select what spells they know (like a sorcerer).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352394&viewfull=1#post6352394
Rangers don't get Cantrips, 1st level spells are Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter's Mark Jump, Longstrider, Speak with Animals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
-- Rogue --
Assassin's get Assassinate (advantage against someone who has not acted in combat), Death Strike (17th level, save or double damage vs. surprised creature).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352293&viewfull=1#post6352293
Assassinate against a surprised creature is a critical hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352333&viewfull=1#post6352333
Assassinate: Advantage on attack rolls against a creature that hasn't acted, and any hit on a surprised target is an auto crit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Arcane Trickster are increasing spell slots every 3 levels, highest spell level is 4th (and only 1 slot). However, their spells known progression is by the table
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352694&viewfull=1#post6352694
Arcane Trickster receive three 1st-level spells known at 3rd level, two of which are restricted by schools, one that can be selected from any 1st-level spell on the wizard's list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354598&viewfull=1#post6354598
Arcane Trickster 17th level they get spellthief - you get blasted by something you force caster to save or you learn the spell for 8 hours and can cast it with your own spell slots
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353063&viewfull=1#post6353063
-- Sorcerer --
A sorcerer need to select what spells they know.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352394&viewfull=1#post6352394
Sorcerers get Firebolt as a cantrip
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Sorcerer does not seem to get any spells that wizards don't
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352774&viewfull=1#post6352774
Sorcerer metamagic uses Sorcery points that you use when casting a spell.
For example, when you have spell that normally take an action, you can spend 2 sorcery points to cast it as a bonus action if you took the Quicken metamagic ability.
There's 8 options for metamagic.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352121&viewfull=1#post6352121
Sorc can convert slots into sorcery points and use them to create multiple lower level slots.
The way spells scale, two level 1 Chromatic Orbs are as potent as a single level 4 Chromatic Orb.
It allows him to spread his resources thinner if needed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354486&viewfull=1#post6354486
Twinned Spell costs 1 sorcery point for cantrips.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352316&viewfull=1#post6352316
1st level spell slot is 2 sorcery points, 4th level slot is 6 sorcery points.
Twinned Spell only works on spells that target one creature and doesn't have a range of self.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354647&viewfull=1#post6354647
Careful Spell allows you to have a creature automatically succeed a saving throw, that is all.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352326&viewfull=1#post6352326
Draconic resilience is 13 + dex ac and 1 extra HP per level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
-- Warlock --
Warlock spell slots are regained when you finish a short or long rest.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351945&viewfull=1#post6351945
Proficiency: two from Arcana, Deception, History, Intimidation, Investigaition, Nature and Religion.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353615&viewfull=1#post6353615
Not proficient with shortswords, only simple weapons.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354272&viewfull=1#post6354272
Eldritch blast is a cantrip, does 1d10 force damage, and you get more beams at higher levels.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352577&viewfull=1#post6352577
Eldritch Invocations (total of 32) are like minor class features, some have spell or level requirements:
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
Eldritch blast: 2 rays at 5th 3 at 11th 4 at 17th can all be at same target or different ones. each needs separate attack rolls
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
That Entropic Ward - Once per rest (short or long). It also turns a miss into an advantage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352003&viewfull=1#post6352003
Hurl Through Hell: When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes [...] it takes 10d10 psychic damage as it reels from its horrific experience." (PHB 109)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352713&viewfull=1#post6352713
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
witch bolt lvl 1 evocation, concentration to 1 min. 1d12 lightning damage a round basicly the emperors hands from star wars. if you use higher level spell slots add 1d12 per slot!
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354058&viewfull=1#post6354058
Neither Armor of Agathys nor Arms of Hadar require Concentration. Hex does not offer a saving throw but can be removed with a Remove Curse spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354444&viewfull=1#post6354444
warlock invocation mask of many faces = disguise self at will
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353012&viewfull=1#post6353012
There are also silent image at will, Mage Armor at will, and False Life at will.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353204&viewfull=1#post6353204
Invocation summary:
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353305&viewfull=1#post6353305
sculptor of flesh - lvl 7 prerequ - polymorph as per the spell once a day and uses up a spell slot.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353046&viewfull=1#post6353046
Lifedrinker is a level 12+ ability.
The warlock seems really versatile. You could focus on very different things, and have a different play experience. The difference in the patrons combined with the different pacts also seems well done. I came up with 5 different character ideas based on different combinations of pact and patron.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352234&viewfull=1#post6352234
Mystic Arcanum gives the warlock 1 6th/7th/8th/9th level spell at the appropriate levels. Outside the 4 regular slots they already have.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352989&viewfull=1#post6352989
Mystic Arcanum gives you a spell you can cast without using spell slots once per long rest, and gets higher level ones over time
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352990&viewfull=1#post6352990
The blade pact gains another invocation that lets you deal extra necrotic damage equal to your Cha mod, called Lifedrinker.
You are now also able to bond a magic weapon as your pact weapon. In all regards this magic weapon will be treated as your pact weapon.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352064&viewfull=1#post6352064
Pact of the Blade weapon counts as magical for purpose of overcoming resistance and immunities has two invocations specifically meant for it, Lifedrinker (Charisma modifier to damage) and Thirsting Blade (attack with pact weapon twice).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352081&viewfull=1#post6352081
Pact Blade is not finesse
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
You can make pact blade vanish and reappear at-will.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352070&viewfull=1#post6352070
pact of the blade you can create pact weapons as an action in combat
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Pact of the Blade: create a pact weapon, automatically proficient and counts as magic, can transform magic weapon into pact weapon, dismiss weapon to extradimensional space.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354047&viewfull=1#post6354047
pact of the blade At level 5 you get Thirsting Blade, which is basically Extra Attack, and at level 14ish you get Blood-drinking Blade (or something like that, it's in this thread somewhere) that lets you add Cha bonus to damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353160&viewfull=1#post6353160
Thirsting Blade (page 111): You can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352399&viewfull=1#post6352399
Pact of the Chain: gain find familiar spell, select a special form for familiar, forgo one of your own attacks to allow familiar to attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
pact of chain you can use your action to make yoru familiar attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Pact of the Tome: choose three cantrips from any spell list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352698&viewfull=1#post6352698
Chains of Carceri (hold monster) and Voice of the Chain Master (telepathy and perceive through familiar) require Pact of the Chain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352684&viewfull=1#post6352684
Book of Ancient Secrets requires Pact of the Tome and allows you to inscribe rituals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352684&viewfull=1#post6352684
The Archfey: Fey Presence, Misty Escape (turn invisible and teleport), Beguiling Defenses (immune to being charmed, reaction to charm back), Dark Delirium.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352550&viewfull=1#post6352550
The Archfey spelllist:
1st Faerie Fire, Sleep
2nd: Calm Emotions, Phantasmal Force,
3rd: Blink, Plant Growth
4th: Dominate Beast, Greater Invisibility
5th: Dominate Person, Seeming.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353503&viewfull=1#post6353503
The Fiend: Expanded Spell List, Dark One's Blessing (temporary hit points), Dark One's Own Luck, Fiendish Resilience (resistance), Hurl Through Hell (wow, this one is pretty crazy).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352698&viewfull=1#post6352698
The Great Old One patron give telepathy, Entropic Ward (impose disadvantage as reaction), Thought Shield (thoughts cannot be read, resistance to psychic damage), Create Thrall (infect a humanoid to charm them).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351964&viewfull=1#post6351964
Warlock cantrips: blade ward, chill touch, eldritch blast, friends, mage hand, minor illusion, poison spray, prestidigitation, true strike
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353994&viewfull=1#post6353994
Warlock 1st lv spells: armor of agathys, arms of hadar, charm person, comprehend language, expeditious retreat, hellish rebuke, hex, illusory script, protection from evil and good, unseen servant and witch bolt
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354012&viewfull=1#post6354012
-- Wizards --
The wizard gets a few more utility things that the sorcerer doesn't, for example the Alarm spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352121&viewfull=1#post6352121
An Abjurer gains SR at 14th level
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354311&viewfull=1#post6354311
School of Divination: get a third eye at 10th level that lets them see with darkvision, see ethereal, read all languages and see invisible till he has a rest and can be reactivated as an action anytime.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353072&viewfull=1#post6353072
Enchantment Savant: gold cost and time to copy an enchantment spell is halved.
Hypnotic Gaze:Choose a creature within 5 feet,creature must make a wis save or be unable to move, or act and is visibly dazed.
Instinctive Charm:As a reaction to an attack you may force a wisdom save, and force your attacker to divert the attack to the nearest target in reach.
Split Enchantment: When you cast an Enchantment spell of 1st or higher that targets only one creature, you may target two.
Alter Memories:When you charm a creature you can make it forget that it had acted under magical duress. Additionally during the spell's duration you can make the chosen creature forget some of the time it spent charmed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
illusion specialty gets Illusion savant, improved minor illusion, malleable illusions, illusory self, illusory reality
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354046&viewfull=1#post6354046
School of Necromancy has Necromancy Savant, Grim Harvest, Undead Thralls, Injured to Undeath, and Command Undead features.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352358&viewfull=1#post6352358
Undead Thralls: Add animate dead to spellbook and target one additional corpse or pile of bones, created undead maximum hit points increased and proficiency bonus to damage rolls.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352378&viewfull=1#post6352378
undead thralls +1 target (extra undead made) +wizard level in HP and it adds your prof bonus to its attacks
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Necromany Savant: Price and time to scribe Necromancy spells into book halved.
Grim harvest: Once per turn when you kill a creture with a spell of 1st or higher, gain hp equal to double spell level, triple level if spell was necromancy.
Undead Thralls Add animate dead to book if its not there already, when you cast animate dead you raise one more corpse and any undead made gain hp equal to your wizard level and proficiency bonus to damage rolls.
Inured(not Injured) to death: Resistance to necrotic damage and hit point max can't be reduced
Command Undead: You can take control of undead, free or otherwise, undead has to make a charisma save, if it has an int of 8 or higher it has advantage, if it has 12 or higher it saves again ever hour.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353595&viewfull=1#post6353595
Minor Alchemy can change one material into another for 1 hour. Master Transmuter can change one nonmagical object into another of equal or lesser value.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352656&viewfull=1#post6352656
Master Transmuter (14th level) has major transformation, panacea (remove all curses, disease, poison, regain all hit points), restore life (raise dead), and restore youth as subheadings.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352721&viewfull=1#post6352721
Transmuter's Stone has darkvision, speed, Constitution saving throws, resistance as a 6th level ability for School of Transmutation.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353869&viewfull=1#post6353869
Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray Prestidigation, Ray of Frost, Shocking Graps, True Strike
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353713&viewfull=1#post6353713
Wizard has 32 second-level spells on it's list
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354165&viewfull=1#post6354165
-- MC --
Multiclassing takes up two pages in the PHB, it is a bit complicated to summarize.
There are ability score prerequisites, you only gain some of the proficiencies of the new class,
your spell slots are based on total character level (spellcasting classes only), spells known and prepared are based on individual caster level,
certain class features do not stack or have special rules (Extra Attack, Channel Divinity, Unarmored Defense).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6351980&viewfull=1#post6351980
No hybrid/gestalt rules
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354635&viewfull=1#post6354635
You must meet ability score prerequisites of both classes
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352604&viewfull=1#post6352604
You need an ability score of 13 for the class (i.e. 13 Intelligence for wizard, 13 Charisma for bard, etc.). It is pretty easy to figure out.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354044&viewfull=1#post6354044
You do not get any extra save proficiencies from multiclassing.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353331&viewfull=1#post6353331
Some classes give weapon or armor proficiencies.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354255&viewfull=1#post6354255
Cleric: light armor medium armor and shields
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353328&viewfull=1#post6353328
Fighter: Light, Medium, Shield, Simple & Martial. Extra Attack does not stack, nor does Thirsting Blade(invocation) stack with Extra Attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354474&viewfull=1#post6354474
Rogue: Light armor, one skill, thieves' tools.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353870&viewfull=1#post6353870
No proficiencies for multiclass wizard or sorcerer.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352604&viewfull=1#post6352604
Multi-classing into a Wizard has some caveats depending on what your prior classes are, at least in determining spell slots. Minimum Int:13. It seems Pact Magic and Spellcasting slots are interchangeable as well. You add all of your casting classes together (partial casters are half-levels) and consult the Spell Slots by Per Spell Level table to determine total slots. Casting a spell from a particular class requires use of that class's ability, no matter which class the slot came from.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354228&viewfull=1#post6354228
add all bard, cleric, druid, sorc, wizard classes 1/2 of level in paladin and ranger and 1/3 of level in eldritch knight and arcane trickster to get total multiclass spellcaster level - look at chart and find your spell slots per day which are used to fuel ALL your spells
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352961&viewfull=1#post6352961
pact magic has its own paragraph
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352961&viewfull=1#post6352961
-- Feat --
About 1/3 of the Feats have prerequisites, of which none are racial. Most seem to be "Ability to cast spells", and there are 5 with ability prerequisites of 13+. The rest are armor proficiency-prerequisites.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354275&viewfull=1#post6354275
Athlete, Lightly Armored, Moderately Armored, Resiliant, Weapon Master can increase Dexterity score by 1.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354714&viewfull=1#post6354714
Athlete: your STR or DEX improve by 1 and standing up from prone uses a small amount of your movement for your turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355762&viewfull=1#post6355762
Charger: action to Dash, bonus action to make melee attack or shove, bonus to damage or push distance if you move 10 feet before.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352673&viewfull=1#post6352673
Defensive Duelist: does not use shield at all. lets you add your proficiency bonus to your AC to interrupt an attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353093&viewfull=1#post6353093
No shield is required Defensive Duelist, just a finesse weapon you are proficient with.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353409&viewfull=1#post6353409
Dual Wielder: +1 AC when using two melee weapons, wield weapons that aren't light, draw or stow two weapons instead of one.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352300&viewfull=1#post6352300
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353567&viewfull=1#post6353567
Dual Wielder: Both Weapons can be one handed.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Grappler feat: Advantage against creature you are grappling, action to pin (restrain), one size larger does not automatically escape.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352630&viewfull=1#post6352630
Great Weapon Master feat - When you drop a creature or score a critical hit, can take an extra attack as a bonus action, and -5 attack for +10 damage
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352110&viewfull=1#post6352110
Lightly Armored increases your Strength or Dexterity by one (maximum 20) and gives proficiency with light armor. There is no "Master" feat for light armor, however.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352066&viewfull=1#post6352066
observant is nice. you get to raise wisdom or intelligence by 1 and read lips and +5 to passive perception and investigation.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353102&viewfull=1#post6353102
Magic Initiate: Pick a casting class, gain two cantrips and one 1st level spell from that class list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353396&viewfull=1#post6353396
Magic Initiate: Long rest before you can cast the spell again.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353454&viewfull=1#post6353454
Martial Adept feat gives you two battle master maneuvers and a superiority die
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Mounted Combatant - you have melee advantage against unmounted enemies who are smaller than your mount. you can force an attack on your mount to target you instead.
if you mount gets a dex save for half it takes half anyhow and none on a save.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353107&viewfull=1#post6353107
Heavy Armor Master - +1 Strength, -3 damage from piercing, bludgeoning, slashing damage from non magical weapons
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352106&viewfull=1#post6352106?
Resilient feat: just proficiency in one save and a stat boost
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352328&viewfull=1#post6352328
Resilient can only be taken once
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Sharpshooter:Attacking at Long Range doesn't impose disadvantage. Your Ranged Weapons attacks ignore half and 3/4 cover.
You can chose when attacking with a proficient ranged weapon to take -5 attack for +10 Damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Skulker: I can't say how it was during the alpha, I don't have it on this computer. But Skulker pre-req, dex 13 or up.
You can try to hide when lightly obscured from a target. When hidden and attacking at ranged a miss doesn't reveal you.
Dim Light doesn't impose disadvantage on perception checks relying on sight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353648&viewfull=1#post6353648
Tough feat increases 2 hit point per level.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355002&viewfull=1#post6355002
Warcaster
- advantage on Con saves when taking damage to maintain concentration
- don't need a free hand for somatic components of spells
- cast a single target, one action spell instead of opportunity attack
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352249&viewfull=1#post6352249
-- Eq --
Equipment chapter is exactly the same as Basic Rules, except there are pictures.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352772&viewfull=1#post6352772
-- Spells --
9th level spell list, sorcerers have 5 spells, wizards have 12 spells. Astral projection, foresight, imprisonment, prismatic wall, shapechange, true polymorph, weird are not on the sorcerer list, for example.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352719&viewfull=1#post6352719
Alter self allows aquatic adaptation, change appearance, and natural weapons. No flight.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353869&viewfull=1#post6353869
Animated Dead: Creates a zombie or skeleton (instantaneous), control for 24 hours, cast it against to control for 24 hours, higher level creates/controls more undead.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352583&viewfull=1#post6352583
Animated Dead: "The target becomes a (small or medium) skeleton if you chose bones or a zombie if you chose a corpse." (PHB 213) Higher levels create or assert control over more undead creatures, but does not state anything about size or type. The Appendix only lists medium sized undead.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354207&viewfull=1#post6354207
Arcane lock is not rituals
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Bestow curse: Touch range. It deals Disadvantage with a chosen Ability and Saving Throws using utilizing it.
Disadvantage on attacks against caster. Chance to do nothing for a turn on a failed save.
Target takes extra damage from attacks and spells by caster.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354676&viewfull=1#post6354676
Bane 3 targets save or take a -1d4 penalty to their saves and attacks.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
Banishing Smite, adds 5d10 force damage. If you reduce the target to 50hp or less it is banished. Sent back to home plane if an outsider, sent to a pocket demiplane for duration(concentration, up to 1 minute) if native to current plane.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353542&viewfull=1#post6353542
Blade Ward: resistance for a turn to bludgeoning slashing and piercing
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
Blink: on an 11 or higher on a d20 roll you "blink" and can move 10 feet from where you were. There is more too it than that but I think you understand the point of the spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355762&viewfull=1#post6355762
compulsion forces creatures to move in a direction you chose but otherwise they act as they wish.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353346&viewfull=1#post6353346
Summoning spells are conjure spells now (i.e. conjure animals, conjure elemental, etc.). There are 6 of them total. Unfortunately, they depend on the DMG or MM for creature statistics.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352567&viewfull=1#post6352567
Chromatic Orb: 1st-level evocation, choose acid, cold, fire, lightning, poison, or thunder damage.
Requires a 50 gp diamond as a (non-consumed) material component.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354730&viewfull=1#post6354730
Conjure spells are a certain level (conjure woodland beings is a 4th-level spell, for example), but have increased effects (different creature) or conjure more creatures if you use a higher level slot (same example as above, casting as a 6th-level slot twice as many creatures appear).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352686&viewfull=1#post6352686
Crusaders Mantle:Concentration, up to 1 minute 30 foot aura centeered on caster each non hostile in aura deals an extra 1d4 radiant on a weapon attack.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353615&viewfull=1#post6353615
Destructive Smite/Wave: 30 foot radius from yourself - strike ground, waves of divine energy. each creature you choose in the area must save of 5d6 thunder damage and radiant or necrotic damage 5d6 and knocked prone. save half and no knockdown.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352899&viewfull=1#post6352899
Dissonant Whispers: 60 ft range, one creature takes 3d6 psychic damage and must try to flee. Save for half, doesn't have to move. 1d6 damage for each slot above 1st.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353565&viewfull=1#post6353565
Divine favor adds 1d4 radiant damage on a hit.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352588&viewfull=1#post6352588
False Life: 1 hour duration 1d4+4 temp HP and for each level higher slot +5 hp
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353562&viewfull=1#post6353562
Find Familiar: Familiars are for the most part take the form of challenge 0 beasts, but act as celestial, fey or fiends, your choice.
They act independantly but always follow commands, Acts on its own initiative, but may not attack.
You can communicate with it telepathicly within 100 rounds and as an action you may use its senses as opposed to your own. Familiars within 100 yards may also deliver touch spells, using your attack mod if an attack is required.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353473&viewfull=1#post6353473
Find Steed: the spirit you summon and bond to takes a form you chose such as horse elk etc etc etc.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353070&viewfull=1#post6353070
Find Steed: doesn't mention higher-level variants, it states that your DM may allow other animals to be summoned, which could easily be a stronger creature around your level.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353583&viewfull=1#post6353583
Finger of death "a humanoid killed by this raises as a zombie"
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354208&viewfull=1#post6354208
Forcecage has no saving throw except trying to escape by teleportation. Success on that saving throw allows teleport out, failure wastes the spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352739&viewfull=1#post6352739
Friends: concentration advantage to charisma checks but creature becomes hostile when spell ends knowing he was had
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
Hunter's Mark: Bonus action to cast. Concentration 1 hour max. Mystically mark foe you can see. +1d6 damage advantage on perception and survival. If it drops you can mark new foe. Higher level casting eventually lets the spell last up to 24 hours
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353589&viewfull=1#post6353589
Jump distance is triple, duration 1 minute.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354616&viewfull=1#post6354616
knock is not rituals
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354007&viewfull=1#post6354007
Magic jar, 6th level necromancy spell. Duration is until dispelled.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352358&viewfull=1#post6352358
Phantom Steed exists
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Prismatic sphere is an alternate form of the prismatic wall spell.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353118&viewfull=1#post6353118
there is a polymorph spell
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352320&viewfull=1#post6352320
Scorching ray, 2nd-level evocation, three rays of fire for 2d6 each, higher levels get more rays.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352777&viewfull=1#post6352777
Shapechange is CR creature of your level or lower.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352739&viewfull=1#post6352739
Shapechange: Concentration, up to 1 hour. The spell takes up more than a single page column.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352755&viewfull=1#post6352755
Staggering Smite: +4d6 Psychic Damage on attack, target makes Will save or suffers disadvantage on attack rolls, saving throws, and is incapacitated until end of its next turn.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353702&viewfull=1#post6353702
True Strike: next turn advantage on attack roll
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
True Strike: Divination cantrip, 1 action, Concentration, advantage on your first attack roll against target.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353951&viewfull=1#post6353951
Weird: Area spell, save every round or take damage, concentration up to 1 minute.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354390&viewfull=1#post6354390
wish is a 9th-level conjuration. It is over half a page long and has side effects (beyond "The DM has great latitude in ruling what occurs"). Cast with caution.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352661&viewfull=1#post6352661
Wish can duplicate any 8th level or lower spell without using components,
it has a handful of additional effects, from creating a non magical item of up to 25k in value, healing large groups, or forcing a reroll on an action in prior turns.
As well as allowing stated reality shaping effects, prone to DM shenanigans, but with severe drawbacks including a chance of never being able to cast wish again.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353664&viewfull=1#post6353664
Wish: If you do anything but replicate a spell bad things happen.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353692&viewfull=1#post6353692
Not exists: Amanuensis, Divine Power, Prying Eyes, Enervation, and Wail of the Banshee
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353511&viewfull=1#post6353511
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
-- Appendix A --
magic resistance saving throws and resistance against spell damage.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354283&viewfull=1#post6354283
-- Appendix B --
Forgotten Realms, Greyhawk, Dragonlance, Eberron, Nonhuman Deities, Celtic, Greek, Egyptian, Norse. Includes evil deities. Death domain is the only one not included in the PHB.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352319&viewfull=1#post6352319
their are 130 deities on the list. Columns: Deity name (by setting), Alignment, Suggested Domains and Symbol.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354452&viewfull=1#post6354452
Death domain shows as an option in the appendix, directing you to the DMG.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354669&viewfull=1#post6354669
Most deities only get one suggested domain, some with two.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352322&viewfull=1#post6352322
There is a Nonhuman Deities list in the Appendix. There are four elf deities (five if you include Lolth), but none of the really minor ones and no drow pantheon. For comparison, Bahamut and Tiamat are on this list as well.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352595&viewfull=1#post6352595
35-ish gods in the Forgotten Realms section plus a spatterning in the non human deities section.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353633&viewfull=1#post6353633
Aphrodite, Freya and Isis: Light, Life, Knowledge and Life
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352735&viewfull=1#post6352735
Belenus (Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Bane (War)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Bast (Egyptian) gets the War domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352612&viewfull=1#post6352612
Cyric - god of lies - trickers is his suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353093&viewfull=1#post6353093
Deep Sashelas (FR) (Nature, Tempest)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Hecate (Greek) has Knowledge and Trickery as suggested domains.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352668&viewfull=1#post6352668
Iuz is in the Greyhawk deities appendix.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352292&viewfull=1#post6352292
Iuz has death domain.
http://www.enworld.org/forum/showthread.php?357793-Finally/page15&p=6352298#post6352298
Kelemvor (FR) has Death as suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352403&viewfull=1#post6352403
Kol Korran has Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352792&viewfull=1#post6352792
Lathander (Life, Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Lolth has Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352330&viewfull=1#post6352330
Mask has Trickery as a suggested domain. He is also chaotic neutral (instead of neutral evil).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353933&viewfull=1#post6353933
Myrkul, god of death
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354694&viewfull=1#post6354694
Onatar has Knowledge
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352792&viewfull=1#post6352792
Osiris (Life, Nature)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Re-Horakhty (Life, Light)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355003&viewfull=1#post6355003
Rillifane Rallathil (FR) (Nature)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Sehanine Moonbow (Knowledge)
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355001&viewfull=1#post6355001
Set (Egyptian): Death, Tempest, Trickery
Shar: Death and Trickery.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352546&viewfull=1#post6352546
Sharess (FR) does not appear on the deity list.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352586&viewfull=1#post6352586
Tymora (FR) has Trickery as a suggested domain.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354683&viewfull=1#post6354683
Wee Jas (Greyhawk) has Death and Knowledge as suggested domains.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353885&viewfull=1#post6353885
-- Appendix C --
Appendix C shows the new cosmology for D&D, mixture of the great Wheel and the 4e cosmology.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352319&viewfull=1#post6352319
Elemental Planes and Elemental Chaos are part of the Inner Planes.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352360&viewfull=1#post6352360
The Demiplane of Dread (I assume that is where Ravenloft is) is not listed specifically, but there is mention of multitude of demiplanes.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352342&viewfull=1#post6352342
Shadowfell is a Material Echo plane and parallel to the Material Plane.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352546&viewfull=1#post6352546
The Astral encompasses all Outer Planes. The Ethereal surrounds all Inner Planes.
The names of the Outer Planes are the same from Planescape (Bytopia, Elysium, Ysgard, etc).
The Positive and Negative planes form two concave shells that cover the "ball" of the Multiverse, leaving a gap be
tween themselves.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6355036&viewfull=1#post6355036
great wheel is back. outlands. upper and lower, positive and negative energy, feywild and shadowfell, far realm, Elysium, the beastlands, arborea, ysgard, limbo, pandemonium, the abyss, carceri, hades, gehenna, the nine hells, acherron, mechanus, arcadia, mount celestia, bytopia earth air fire water elemental chaos (yup chaos as well as individual ones)
Gate towns on the outlands is back.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352829&viewfull=1#post6352829
-- Appendix D --
8 pages, beasts and mounts, familiars, and a couple undead. Things a player would need for their character.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352391&viewfull=1#post6352391
bat, black bear, boar, brown bear, cat, constrictor snake, crocodile, dire wolf, frog, giant eagle, giant spider, hawk, imp, lion, mastiff, mule, owl, panther, poisonous snake, pseudodragon, quasit, rat, raven, reef shark, riding horse, skeleton, sprite, tiger, warhorse, wolf, zombie
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6352949&viewfull=1#post6352949
Imps have lots of resistances, immunity to fire and poison, darkvision (not affected by magical darkness), shapechange, and magic resistance. Other familiars are generally animals.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353432&viewfull=1#post6353432
Imps get DR(cold,bludgeoning,piecing and slashing unless magical or silvered) as well as the ability to turn invisible, shapechaning into more mundane forms and magic resistance. Bladeward gives reistance against Bludgeoning, Slashing and Piercing weapons. Single Action lasts 1 round.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353453&viewfull=1#post6353453
Pseudodragons have advantage on many perceptions checks and a sting that can knock foes unconcious on a low roll. Quasits have invisibility, scare 1/day. Botha have magic resitance and damaging poisons. Sprites have a weak melee attack, a poisoned shortbow invisibility and on a touch can know a creatures emotional states.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353595&viewfull=1#post6353595
Warhorse: Speed 60 ft., passive Perception 11, Trampling Charge (save or knocked prone).
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6353874&viewfull=1#post6353874
Compare with playtest:
The skeleton in the PHB has a few more HP, higher Dex and uses a Shortsword instead of a Longsword, as well as x2.5 the XP.
The PHB zombie has over double the HP, slightly lower Strength, 1/3 the Cha, Shambling has been removed, Slam does one die higher and XP is also x2.5.
http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354267&viewfull=1#post6354267