04. Classes

Updated a month ago

Classes

Fifth Edition Fantasy adds 13 classes. Each one has one or two active abilities, most have passive bonuses and a spell list, and each has 2 to 8 subclasses (47 in all). Since 1.2.0 every class also has its rulebook class features for levels 1 to 12, skill proficiencies and saving throws. You have one class at a time (plus a second one through multiclassing).

This page covers, in order: choosing a class, controls and shared rules, class features, skills and saves, leveling, a class overview, each class from Barbarian to Runesmith, and the subclasses.


Choosing a class

  1. Press L to open the character sheet. You can also open it with its tab button in the inventory screen.
  2. Open the Class tab. Click a class to see what it does, then click Change Class. Your first pick is free; after that the sheet says Already chosen, and you change it with the trader reset below.
  3. When you are high enough level, open the Subclass tab beside it (with [UI] Ribbon off, click Choose Subclass on the Class tab to get there). See the Subclasses section below.

Any trader (Haldor, Hildir, and so on) offers Reset Race, Class & Feats for 200 coins. It clears your race, class, subclass and feats.

Multiclassing (since 1.0.7): from level 4 you can train in a second class on the Adventurer's Log's Multiclass tab (press K). You learn its spells 3 levels later than a single-class caster would. See the Adventuring page.

Controls and shared rules

Key (default) Action
Z Class ability 1 (ability hotbar slot 2)
X Class ability 2, only some classes have one (hotbar slot 3)
G Use your selected class feature (Turn Undead, Action Surge, a maneuver, metamagic...)
Shift+G Select the next class feature
O / P Pick the next spell / cast the selected spell
L Character sheet
F Toggle flight (Sorcerer level 12, the Fly spell)

You can rebind every key under Settings > Keyboard & Mouse, in the Fifth Edition Fantasy section below the vanilla keys.

Uses (new in 1.1.0): with spell slots on (the default), class abilities use their 2014 number of uses instead of Eitr: Rage, Bardic Inspiration, Channel Divinity (Heal Pulse), Wild Shape, Second Wind, Giant's Might, Ki, a Lay on Hands healing pool and Divine Smite with spell slots. Uses come back on a short or long rest; the table is on the Fifth Edition Rules page, and each ability's description in the game shows its uses. Blink Strike and Otherworldly Leap are at will.

"Free once per rest" (Eitr mode): the Cost column below is the pre-1.1.0 rule, still used when the server sets SpellSystem = Eitr. Abilities cost nothing the first time you use them, then cost Eitr each time after that, and become free again when you become Rested.

Level scaling: numbers marked "scales with level" grow by +6% per character level above 1. That's ×1.00 at level 1, ×1.30 at level 6 and ×1.66 at level 12. Numbers without that note, such as most class heals, stay the same at every level.

Class features (new in 1.2.0)

Every class now has its 2014 class features for levels 1 to 12. See them all, and make your choices (fighting style, maneuvers, metamagic, invocations, pact boon...), on the Features tab of the Adventurer's Log (K). Features you trigger yourself go on the class feature key (G): press Shift+G to select one, then G to use it. Reactions such as Uncanny Dodge trigger on their own (see Fifth Edition Rules).

Class Features
All martial classes Extra Attack at level 5 (Fighter: a second extra attack at 11). Fighting Style for Fighters (1), Paladins and Rangers (2): Archery, Defense, Dueling, Great Weapon Fighting, Protection or Two-Weapon Fighting.
Barbarian Rage gives resistance to bludgeoning, piercing and slashing damage. Danger Sense (2), Fast Movement (5), Brutal Critical (9).
Bard Jack of All Trades and Song of Rest (2), Expertise (3, 10), Countercharm (6), Magical Secrets (10).
Cleric Turn Undead (2): undead nearby make a WIS save or flee. Destroy Undead (5, 8, 11). Divine Intervention (10).
Druid Wild Shape follows the 2014 challenge rating limits (see Wild Shape below). Reincarnate (9, 1.5.1): see below.
Fighter Action Surge (2), Indomitable (9: reroll a failed save). Tacticians learn maneuvers (3).
Monk Martial Arts die, Flurry of Blows, Patient Defense and Step of the Wind (2, spend ki), Slow Fall (4), Evasion and Stillness of Mind (7), Purity of Body (10).
Paladin Divine Sense (1), Aura of Protection (6: you and nearby allies add your CHA modifier to saves), Aura of Courage (10), Improved Divine Smite (11).
Ranger Favored Enemy and Natural Explorer (1), Primeval Awareness (3), Hide in Plain Sight (10).
Rogue Sneak Attack (1d6, one more die every odd level: 6d6 at level 11), Expertise (1, 6), Cunning Action (2: Dash, Disengage, Hide), Uncanny Dodge (5), Evasion (7), Reliable Talent (11).
Sorcerer Font of Magic (2: sorcery points and Flexible Casting), Metamagic (3, one more at 10): Empowered, Extended, Heightened, Quickened, Distant, Twinned, Subtle, Careful.
Warlock Eldritch Invocations (2 at level 2, up to 6): Agonizing Blast, Repelling Blast, Eldritch Spear, Devil's Sight, Armor of Shadows, Fiendish Vigor, Beast Speech, One with Shadows, Ascendant Step, Thirsting Blade, Lifedrinker, Voice of the Chain Master, Book of Ancient Secrets. Pact Boon (3): Chain, Blade or Tome.
Runesmith Flash of Genius (7).

Reincarnate (Druid 9, 1.5.1): stand next to a downed ally, or at the tombstone of a friend who really died (as long as Raise Dead would still work), and use it with G. It costs a 5th-level spell slot (60 Eitr in Eitr mode) and 1,000 coins ([FifthEdition] ReincarnateCoins). Your ally comes back like Raise Dead, at full health, but in a new body: a race rolled at random from the races the world offers, never the one they had. Class, level, feats and gear stay.

Ability animations (1.5.1): starting a Rage plays a roar, Lay on Hands kneels, and Divine Smite flares golden light on the weapon and the target. Everyone sees the emotes. [FEFHud] ClassAbilityAnimations.

Battle Master maneuvers (Tactician): Trip Attack, Precision Attack, Riposte, Parry, Menacing Attack, Pushing Attack, Disarming Attack, Distracting Strike, Goading Attack, Sweeping Attack, Rally and Feinting Attack. They use superiority dice (4 d8), which come back on a short rest.

Cantrips known: casters know a set number of class cantrips (2 to 6 by class and level). See Fifth Edition Rules.

Skills and saving throws

Each class is proficient in two saving throws and picks some skills (on the Skills tab of the Adventurer's Log). Your hit die sets the health you gain each level.

Class Hit die Saving throws Skills
Barbarian d12 STR, CON 2 from: Athletics, Perception, Survival, Intimidation, Nature, Animal Handling
Bard d8 DEX, CHA 3 from: Performance, Persuasion, Deception, Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth, Survival
Cleric d8 WIS, CHA 2 from: Religion, Medicine, Insight, History, Persuasion
Druid d8 INT, WIS 2 from: Nature, Perception, Survival, Animal Handling, Medicine, Insight, Arcana, Religion
Fighter d10 STR, CON 2 from: Athletics, Perception, Intimidation, Survival, Acrobatics, Animal Handling, History, Insight
Monk d8 STR, DEX 2 from: Acrobatics, Stealth, Athletics, Insight, History, Religion
Paladin d10 WIS, CHA 2 from: Athletics, Religion, Persuasion, Intimidation, Insight, Medicine
Ranger d10 STR, DEX 3 from: Survival, Perception, Stealth, Nature, Animal Handling, Athletics, Insight, Investigation
Rogue d8 DEX, INT 4 from: Stealth, Sleight of Hand, Perception, Acrobatics, Deception, Investigation, Insight, Athletics, Intimidation, Performance, Persuasion
Sorcerer d6 CON, CHA 2 from: Arcana, Persuasion, Deception, Insight, Intimidation, Religion
Warlock d8 WIS, CHA 2 from: Arcana, Intimidation, Deception, History, Investigation, Nature, Religion
Wizard d6 INT, WIS 2 from: Arcana, History, Investigation, Insight, Medicine, Religion
Runesmith d8 CON, INT 2 from: Arcana, Investigation, Sleight of Hand, History, Medicine, Nature, Perception

Leveling

Your character level runs from 1 to 12.

  • You start at level 1.
  • You gain +1 level for each boss or miniboss you help kill. "Help" means you landed at least one hit on it, or were within 60 m of it when it died. You don't need to deal the killing blow. In multiplayer, every player who qualifies gets the level. If you hit it but were dead when it died, you get the level when you respawn.
  • There are 11 boss encounters that count, so killing all of them puts you at level 12. The order doesn't matter, and each boss only counts once per character.
Main bosses Minibosses
Eikthyr Geirrhafa (Hildir's frost cave)
The Elder Brenna (Hildir's burial chamber)
Bonemass The Zil & Thungr fight (Hildir's plains quest). The level is granted when the shaman dies.
Moder Lord Reto (Ashlands)
Yagluth
The Queen
Fader

What levels give you

Level Feat picks (total) Spell tier Also unlocks
1 1 1 Cantrips and 1st-level spells for full casters and Runesmith. Cleric, Sorcerer and Warlock subclasses.
2 1 1 Paladin and Ranger 1st-level spells. Druid and Wizard subclasses.
3 1 2 2nd-level spells for full casters. Subclasses for all other classes.
4 2 2 Warlock Eldritch Blast: 2 beams
5 2 3 3rd-level spells for full casters. 2nd-level spells for Runesmith, Paladin and Ranger. Magic Missile: 4 darts.
6 2 3 Some subclass features (see each subclass)
7 2 4 4th-level spells for full casters
8 3 4 Warlock Eldritch Blast: 3 beams
9 3 5 5th-level spells for full casters. 3rd-level spells for Runesmith. Magic Missile: 5 darts.
10 3 5 Champion: better crit chance
11 3 6 6th-level spells for full casters
12 4 6 Sorcerer Dragon Wings. Warlock Eldritch Blast: 4 beams.
  • You get feat picks at levels 1, 4, 8 and 12 (4 in total), and you choose feats on the Feats tab.
  • Level scaling (+6% per level) also applies to many class abilities and spells.

On the character sheet

  • Character tab: shows Level X / 12, Feat picks: used/available, Spell tier unlocked: X / 6, your race, class and subclass with descriptions, your feats, and the spells you know.
  • Spells tab: every spell, whether you know it, and if you don't, the level and source (race, class, subclass or feat) that would unlock it.
  • Class tab: your subclass status, for example "unlocks at character level 3" or "none chosen yet".

Class overview

Class Z X Spellcasting Subclass at
Barbarian Rage (toggle) Reckless Attack (toggle) None Level 3
Bard Bardic Inspiration – Full Level 3
Cleric Heal Pulse – Full Level 1
Druid Wild Shape Goodberry Full Level 2
Fighter Giant's Might (toggle) Second Wind None Level 3
Monk Stunning Strike (toggle) Hand of Healing None Level 3
Paladin Lay on Hands Divine Smite (toggle) Half Level 3
Ranger Hunter's Mark – Half Level 3
Rogue Blink Strike – None Level 3
Sorcerer Fire Mark – Full Level 1
Warlock Eldritch Blast Otherworldly Leap Full Level 1
Wizard Warding Shield Graviturgy Shove Full Level 2
Runesmith Eldritch Cannon – Runesmith Level 3

Spellcasting progression

Your class decides which spells you can learn and at what character level each spell level unlocks. Spells from your race, subclass or feats are added on top.

Spell level Full (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Runesmith Half (Paladin, Ranger)
Cantrips 1 1 –
1st 1 1 2
2nd 3 5 5
3rd 5 9 9
4th 7 – –
5th 9 – –
6th 11 – –

Barbarian, Fighter, Monk and Rogue have no class spells. They can still cast spells from their race, subclass (Spellblade, Spellthief, Way of Dusk) or feats.


Barbarian

A rage-fuelled melee bruiser who trades defense for damage and refuses to die.

Passives

  • Relentless: once, a hit that would kill you while Raging leaves you at 1 HP instead. It recharges when you rest (become Rested).

Abilities

Key Ability Effect Cost (Eitr mode)
Z Rage (toggle) +25% damage on all your hits. It has no timer: it lasts until you press Z again. Free once per rest, then 25 Eitr each time you turn it on. Turning it off is free.
X Reckless Attack (toggle) You take +20% damage while it's on. Free

Spellcasting: none.

Bard

A support caster who heals allies and hits a little harder with everything.

Passives

  • Jack of All Trades: +5% damage on every hit.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Bardic Inspiration Heals the nearest other player within 15 m for 25 HP. It fails if nobody is in range (it doesn't heal you, and nothing is spent). Free once per rest, then 20 Eitr

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Blade Guard, Dancing Lights, Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, True Strike, Vicious Mockery
1st 1 Animal Friendship, Bane, Charm Person, Cure Wounds, Detect Magic, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Longstrider, Sleep, Speak with Animals, Thunderwave
2nd 3 Blindness/Deafness, Calm Emotions, Enhance Ability, Heat Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Shatter, Silence, Suggestion
3rd 5 Bestow Curse, Dispel Magic, Fear, Hypnotic Pattern, Mass Healing Word, Plant Growth, Stinking Cloud, Tiny Hut
4th 7 Dimension Door, Freedom of Movement, Greater Invisibility, Polymorph
5th 9 Greater Restoration, Hold Monster, Mass Cure Wounds, Planar Binding, Raise Dead, Teleportation Circle
6th 11 Find the Path, True Seeing

Cleric

A divine healer whose every strike carries holy damage.

Passives

  • Radiant Smite: +8 spirit damage on every hit.
  • Divine Ward: spirit damage resistance improves by one step (for example, Normal becomes Slightly Resistant).

Abilities

Key Ability Effect Cost (Eitr mode)
Z Heal Pulse (Channel Divinity) Heals you and every player within 10 m for 20 HP. Free once per rest, then 25 Eitr

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Death Knell, Guidance, Light, Mending, Radiant Burst, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy
1st 1 Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Magic, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith
2nd 3 Aid, Blindness/Deafness, Calm Emotions, Enhance Ability, Hold Person, Lesser Restoration, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon
3rd 5 Animate Dead, Beacon of Hope, Bestow Curse, Create Food and Water, Daylight, Dispel Magic, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Spirit Guardians
4th 7 Banishment, Death Ward, Freedom of Movement, Guardian of Faith
5th 9 Flame Strike, Greater Restoration, Insect Plague, Mass Cure Wounds, Planar Binding, Raise Dead
6th 11 Blade Barrier, Find the Path, Harm, Heal, Heroes' Feast, True Seeing, Word of Recall

Druid

A nature caster who can take the shape of Valheim's own creatures.

Passives

  • Nature's Ward: poison damage resistance improves by one step.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Wild Shape Opens the Wild Shape picker. Press Z again while shifted to return to normal. Free, no limit on uses
X Goodberry Puts 4 Goodberries in your inventory. You can't use it while wild shaped. Free once per rest, then 10 Eitr

Wild Shape

Learning forms (since 1.0.7): you learn a creature's form by getting a good look at it, within about 30 m. Forms you haven't seen yet are greyed out in the picker. A druid grove can teach one too. Druids made before 1.0.7 keep every form.

Press Z to open a picker with a tile for each creature, then click one to shift into it. Press Z again (or click Cancel) to close the picker without shifting. While you're shifted, Z turns you back.

While wild shaped:

  • Your gear is taken off, and it goes back on automatically when you return to normal.
  • Your max health and damage resistances become the creature's, and you start at the creature's full health.
  • When you turn back, for any reason, your health returns to what it was when you shifted. A hit that would kill you in beast form turns you back instead of killing you. That makes Wild Shape a spare health bar.
  • Food timers pause. Other status effects keep running.
  • You can't cast spells. That includes O/P spells, Goodberry and race spell abilities.
  • You can't dodge-roll.
  • Primary attack uses the creature's attacks. Secondary attack uses its heavy attack if it has one, and otherwise its normal attacks.
  • Non-flying forms can't fly. Gull, Crow, Bat and Volture are flying forms for a Druid of any race: while you are in one of them, you are put into flight automatically (Space to climb, Left Ctrl to descend), and flight's other rules (stamina, interiors and so on) still apply.
  • Other players see your creature form move and attack.
Form Health Attacks (primary / secondary) Notes
Boar 10 10 blunt headbutt
Bear 800 Bite 55 pierce; claws 50 slash + 40 chop; swipes 25 slash + 40 chop / Slam 50 blunt + 40 chop + 40 pickaxe Resists blunt, pierce, frost; weak to fire
Wolf 80 70 slash bite
Deer 10 None Creatures notice you from 50% closer.
Neck 5 6 slash bite / Rock throw: a thrown rock, 10 blunt Weak to fire, resists poison
Lox 1000 130 slash bite / Stomp 120 blunt + 100 chop + 100 pickaxe Resists blunt, slash, frost; weak to fire
Moose 1000 Horn 160 slash; hooves 150 blunt / Horn sweep 145 slash Resists blunt, slash, frost; weak to fire
Asksvin 800 Bite 75 blunt + 75 slash + 50 chop + 50 pickaxe; headbutt 120 blunt + 100 chop + 100 pickaxe / Pounce 150 blunt + 50 chop + 100 pickaxe Resists fire and poison
Gull 1 None Flies. Enemies almost can't see you, and nearby enemies lose track of you when you shift.
Crow 1 None Flies. Same near-invisibility as Gull.
Bat 10 20 slash bite Flies. Resists physical damage; immune to frost and poison; weak to fire and spirit.
Volture 200 110 slash talons Flies. Weak to frost, immune to poison.
Seal 400 None Swims faster and deeper, swimming costs no stamina, stamina regenerates ×3 in water, and you're harder to spot while swimming. Weak to fire.

New forms (1.2.0): you can also learn SRD beasts you've seen: Giant Rat (level 2), Giant Frog and Giant Poisonous Snake (level 4, they swim), Giant Spider (level 8; Circle of the Beast at 2) and Stirge (level 8, it flies). Circle of the Beast druids can become an Air Elemental at level 10, for two Wild Shape uses.

Challenge rating limits (1.2.0): forms follow the 2014 table: CR 1/4 with no flying or swimming at level 2, CR 1/2 with no flying at level 4, CR 1 at level 8. Circle of the Beast druids can take CR 1 forms from level 2 and CR level ÷ 3 from level 6. The picker shows why a form is locked. Server admins can switch the limits off for the vanilla forms with WildShapeCrLimits.

Circle of the Beast druids take less damage and deal more while shifted. See the Subclasses section below.

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Bramble Lash, Druidcraft, Guidance, Mending, Poison Spray, Produce Flame, Resistance, Rime Touch, Shape Soil, Shillelagh, Wild Claws
1st 1 Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Speak with Animals, Thunderwave
2nd 3 Barkskin, Darkvision, Enhance Ability, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth
3rd 5 Call Lightning, Conjure Animals, Daylight, Dispel Magic, Plant Growth, Protection from Energy, Sleet Storm, Water Breathing, Wind Wall
4th 7 Blight, Conjure Minor Elementals, Dominate Beast, Freedom of Movement, Ice Storm, Polymorph, Stoneskin, Wall of Fire
5th 9 Conjure Elemental, Greater Restoration, Insect Plague, Mass Cure Wounds, Planar Binding, Tree Stride
6th 11 Find the Path, Heal, Heroes' Feast, Sunbeam, Wind Walk

Fighter

A steady weapon master with a burst of size and a self-heal.

Passives

  • Weapon Mastery: +10% damage on every hit.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Giant's Might (toggle) You grow +25% in size and deal +15% damage, on top of Weapon Mastery. It lasts until you press Z again. Free once per rest, then 20 Eitr each time you turn it on
X Second Wind Heals you for 35 HP. Free once per rest, then 15 Eitr

Spellcasting: none.

Monk

A fast, unarmored striker who stuns foes and heals with a touch.

Passives

  • Unarmored Movement: +10% move speed while you have no chest armor equipped.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Stunning Strike (toggle) While it's on, each hit you land adds +15 blunt damage, heavy knockback and a 3 s stun. A stunned creature can't move, and hits on it deal double damage. 10 Eitr per hit while it's on. With too little Eitr, hits land normally.
X Hand of Healing Heals the player you're facing within 6 m, or yourself if nobody is there, for 25 HP. Free once per rest, then 15 Eitr

Spellcasting: none.

Paladin

A holy warrior with a constant healing aura and Eitr-powered smites.

Passives

  • Aura: every 4 s, you and every player within 10 m heal 6 HP. It's always on.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Lay on Hands Heals the player you're facing within 6 m, or yourself, for 40 HP. Free once per rest, then 20 Eitr
X Divine Smite (toggle) While it's on, each hit you land adds +15 spirit damage. 12 Eitr per hit while it's on. With too little Eitr, hits land normally.

Spellcasting: Half (no cantrips)

Spell level Unlocks at Spells
1st 2 Bless, Command, Cure Wounds, Detect Magic, Divine Favor, Heroism, Protection from Evil and Good, Shield of Faith, Thunder Strike
2nd 5 Aid, Find Steed, Lesser Restoration, Magic Weapon, Protection from Poison
3rd 9 Create Food and Water, Daylight, Dispel Magic, Remove Curse, Revivify

Ranger

A hunter who marks prey and finishes off wounded targets.

Passives

  • Stealthy: creatures notice you from 10% closer.
  • Colossus Slayer: +20% damage against targets below half health.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Hunter's Mark Marks the creature you're looking at, within 20 m, for 30 s. Your hits on it deal +15% damage, which stacks with Colossus Slayer. Free, 6 s cooldown

Spellcasting: Half (no cantrips)

Spell level Unlocks at Spells
1st 2 Alarm, Animal Friendship, Cure Wounds, Detect Magic, Fog Cloud, Goodberry, Hunter's Mark, Jump, Longstrider, Speak with Animals
2nd 5 Barkskin, Darkvision, Lesser Restoration, Pass without Trace, Protection from Poison, Silence, Spike Growth
3rd 9 Conjure Animals, Daylight, Plant Growth, Protection from Energy, Water Breathing, Wind Wall

Rogue

A slippery skirmisher who blinks around and shrugs off big hits.

Passives

  • Stealthy: creatures notice you from 10% closer.
  • Uncanny Dodge: the next hit you take has its damage halved. This can happen at most once every 8 s.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Blink Strike Teleports you up to 8 m in the direction you're looking, including up onto ledges. You stop short of walls and other obstacles. Free once per rest, then 15 Eitr

Spellcasting: none.

Sorcerer

A draconic blaster built around one fire bolt who grows real wings at level 12.

Passives

  • Draconic Resistance: fire damage resistance improves by one step.
  • Dragon Wings (level 12): you can fly with the flight key (F toggle, Space up, Left Ctrl down), and dragon wings appear while you're in the air.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Fire Mark Fires a fire bolt where you're looking that deals 28 fire damage, scaling with level (46 at level 12). Free, 8 s cooldown

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Acid Splash, Blade Guard, Chill Touch, Dancing Lights, Fire Bolt, Light, Mage Hand, Mending, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Rime Touch, Shape Soil, Shocking Grasp, True Strike
1st 1 Burning Hands, Charm Person, Color Spray, Detect Magic, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Ice Knife, Jump, Mage Armor, Magic Missile, Shield, Sleep, Thunderwave
2nd 3 Blindness/Deafness, Blur, Darkness, Darkvision, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Scorching Ray, Shatter, Suggestion, Web
3rd 5 Blink, Counterspell, Daylight, Dispel Magic, Fear, Fireball, Fly, Haste, Hypnotic Pattern, Lightning Bolt, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Water Breathing
4th 7 Banishment, Blight, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Polymorph, Stoneskin, Wall of Fire
5th 9 Cloudkill, Cone of Cold, Hold Monster, Insect Plague, Telekinesis, Teleportation Circle
6th 11 Chain Lightning, Circle of Death, Disintegrate, Globe of Invulnerability, Sunbeam, True Seeing

Warlock

A pact caster whose Eldritch Blast gains extra beams as you level.

Passives

  • Dark One's Blessing: you regain 30 stamina whenever you kill something.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Eldritch Blast Fires force bolts that deal 18 blunt damage each, scaling with level (30 each at level 12), with strong knockback. It fires 1 beam at first, 2 at level 4, 3 at level 8 and 4 at level 12, fanned out so they can hit different targets. This is your Eldritch Blast: it doesn't take a cantrip pick, and if you take it off the hotbar it appears in your Next/Previous spell list instead. Free, 3.5 s cooldown (shorter with Spellshaper)
X Otherworldly Leap Teleports you up to 8 m in the direction you're looking, stopping short of obstacles. Free once per rest, then 15 Eitr

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Blade Guard, Chill Touch, Death Knell, Eldritch Blast (the class ability, no pick needed), Mage Hand, Minor Illusion, Poison Spray, Prestidigitation, Rime Touch, True Strike
1st 1 Charm Person, Expeditious Retreat, Find Familiar, Hellish Rebuke, Hex, Protection from Evil and Good
2nd 3 Darkness, Hold Person, Invisibility, Mirror Image, Misty Step, Ray of Enfeeblement, Shatter, Suggestion
3rd 5 Blink, Counterspell, Dispel Magic, Fear, Fly, Hypnotic Pattern, Remove Curse, Vampiric Touch
4th 7 Banishment, Blight, Dimension Door
5th 9 Hold Monster
6th 11 Circle of Death, True Seeing

Wizard

A scholar with the biggest spell list, a damage-soaking ward and a force shove.

Passives

  • Grim Harvest: you heal 15 HP whenever you kill something.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Warding Shield Creates a 30-point ward that doesn't expire. Each hit you take uses up to 15 points of the ward and reduces that hit's blunt, slash and pierce damage by the same amount. You can't recast it until the ward is used up. Free once per rest, then 15 Eitr
X Graviturgy Shove Pushes away the creature straight in front of you, within 10 m. Free, 6 s cooldown

Spellcasting: Full

Spell level Unlocks at Spells
Cantrips 1 Acid Splash, Blade Guard, Chill Touch, Dancing Lights, Death Knell, Fire Bolt, Light, Mage Hand, Mending, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Rime Touch, Shape Soil, Shocking Grasp, True Strike
1st 1 Alarm, Burning Hands, Charm Person, Color Spray, Detect Magic, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Hideous Laughter, Ice Knife, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Shield, Sleep, Thunderwave
2nd 3 Acid Arrow, Blindness/Deafness, Blur, Darkness, Darkvision, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Mirror Image, Misty Step, Ray of Enfeeblement, Scorching Ray, Shatter, Suggestion, Web
3rd 5 Animate Dead, Bestow Curse, Blink, Counterspell, Dispel Magic, Fear, Fireball, Fly, Haste, Hypnotic Pattern, Lightning Bolt, Protection from Energy, Remove Curse, Sleet Storm, Slow, Stinking Cloud, Tiny Hut, Vampiric Touch, Water Breathing
4th 7 Banishment, Black Tentacles, Blight, Conjure Minor Elementals, Dimension Door, Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Stoneskin, Wall of Fire
5th 9 Cloudkill, Cone of Cold, Conjure Elemental, Hold Monster, Planar Binding, Telekinesis, Teleportation Circle
6th 11 Chain Lightning, Circle of Death, Disintegrate, Globe of Invulnerability, Sunbeam, True Seeing

Runesmith

A tough tinkerer with a hand cannon, extra health and efficient stamina use.

Passives

  • Armor Plating: +20 max HP.
  • Efficient Systems: all stamina costs are 10% lower.

Abilities

Key Ability Effect Cost (Eitr mode)
Z Eldritch Cannon Fires a slow, heavy cannonball that deals 22 pierce + 10 blunt damage, scaling with level (37 + 17 at level 12), with strong knockback. Free, 8 s cooldown

Spellcasting: Runesmith

Spell level Unlocks at Spells
Cantrips 1 Acid Splash, Bramble Lash, Dancing Lights, Fire Bolt, Guidance, Light, Mage Hand, Mending, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Rime Touch, Shocking Grasp, Spare the Dying
1st 1 Cure Wounds, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Jump, Longstrider
2nd 5 Acid Arrow, Aid, Blur, Darkvision, Enhance Ability, Enlarge/Reduce, Heat Metal, Invisibility, Knock, Lesser Restoration, Levitate, Magic Weapon, Protection from Poison, Shatter, Web
3rd 9 Blink, Create Food and Water, Dispel Magic, Fly, Haste, Protection from Energy, Revivify, Water Breathing

Subclasses

How to pick one

  • Open the character sheet (L) and go to the Subclass tab (since 1.3.2; with the ribbon off, Choose Subclass on the Class tab takes you there). It lists your class's subclasses. Click one to read about it, then click Choose Subclass. Like your class, it's locked in once chosen; the trader reset clears it.
  • You can only choose once you reach your class's subclass level:
Level 1 Level 2 Level 3
Cleric, Sorcerer, Warlock Druid, Wizard Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Runesmith
  • A subclass only works while you're in its class. If you switch class, it goes dormant, and it becomes active again if you switch back. The Reset Race, Class & Feats option at a trader clears it.
  • Subclass bonuses stack with the base class.
  • "Weapon hits" means hits that aren't from spells or magic skills.

Barbarian (level 3)

Subclass Features
Path of the Berserker Frenzy: while Raging, +15% damage and all stamina costs 20% lower.
Path of the Bear Spirit Bear Spirit: while Raging, you take 50% less fire, frost, lightning, poison and spirit damage.
Path of the Fervent Fervent Strike: while Raging, your first hit on each target during that Rage adds +8 spirit damage (scales with level).
Path of the Eagle Spirit While raging you move 20% faster and ranged attacks against you have disadvantage.
Path of the Wolf Spirit While raging, you have advantage on melee attacks whenever an ally is within 5 m of you.

Bard (level 3)

Subclass Features
College of Lore Cutting Words: when Bardic Inspiration goes off, every enemy within 10 m deals 30% less damage for 10 s. Magical Secrets: learn Fire Bolt and Magic Missile at level 3, and Misty Step and Fireball at level 6.
College of the Skald Combat Inspiration: when Bardic Inspiration goes off, you get +20% damage for 15 s. Extra Attack (level 6): weapon hits get +10% damage.

Cleric (level 1)

Subclass Features
Life Domain Disciple of Life: healing from Heal Pulse and your healing spells (Cure Wounds, Healing Word, Mass Healing Word, Mass Cure Wounds, Heal) is 50% stronger.
Sun Domain Radiance of the Dawn: when Heal Pulse goes off, it also hits every enemy within 10 m for 25 fire damage (scales with level). Learn Burning Hands at level 1 and Fireball at level 5.
Storm Domain Wrath of the Storm: when an enemy within 5 m hits you, it takes 12 lightning damage (scales with level, at most once every 2 s). Learn Thunderwave at level 1 and Shatter at level 3.
Lore Domain Blessings of Knowledge: expertise in Arcana and History. Domain spells: Command, Identify-like Detect Magic, Suggestion, Counterspell (5).
Wild Domain Acolyte of Nature: the Druidcraft cantrip. Dampen Elements: you take 30% less fire, frost and lightning damage. Domain spells: Entangle, Barkskin, Plant Growth (5).
Guile Domain Blessing of the Trickster: much harder to spot while sneaking. Invoke Duplicity: +20% damage against creatures that aren't targeting you. Domain spells: Mirror Image, Pass without Trace, Blink (5).
Battle Domain War Priest: weapon hits deal 10% more damage. Guided Strike: once per short rest a missed attack roll gets +10. Domain spells: Divine Favor, Shield of Faith, Magic Weapon (3), Spiritual Weapon (3).

Druid (level 2)

Subclass Features
Circle of the Beast Combat Wild Shape: while wild shaped, you take 30% less damage and deal 20% more damage.
Circle of the Land Natural Recovery: your spells cost 30% less Eitr. Circle Spells: learn Misty Step at level 3 and Call Lightning at level 5.

Fighter (level 3)

Subclass Features
Champion Improved Critical: your weapon attacks score a critical hit on a roll of 19 or 20 (the old random 10% crit chance is gone since 1.2.0).
Tactician Combat Superiority (the Battle Master): learn maneuvers (Trip Attack, Precision Attack, Riposte, Parry and more), fuelled by 4 superiority dice (d8) that come back on a short rest. Arm one with G. Replaces the old random trip.
Spellblade Spellcasting: learn Fire Bolt, Blade Guard, Shield and Magic Missile at level 3, and Misty Step at level 7.

Monk (level 3)

Subclass Features
Way of the Open Hand Open Hand Technique: unarmed hits knock enemies back. Wholeness of Body: Hand of Healing heals 50% more.
Way of Dusk Shadow Arts: enemies notice you from 30% closer. Learn Pass without Trace at level 3 and Misty Step at level 6.
Way of the Elements Elemental Disciplines: your unarmed hits add fire, frost or lightning damage in turn (scales with level) and knock foes back. Learn Burning Hands (3) and Gust of Wind (6).

Paladin (level 3)

Subclass Features
Oath of Devotion Sacred Weapon: weapon hits deal +10% damage and add +4 spirit damage.
Oath of the Green Aura of Warding: you always take 25% less fire, frost, lightning, poison and spirit damage.
Oath of Retribution Vow of Enmity: +25% damage against bosses and against anything below half health.

Ranger (level 3)

Subclass Features
Hunter Colossus Slayer: +8 pierce damage (scales with level) against any target that is already wounded. This stacks with the base Ranger's +20% below half health.
Night Warden Night Ambush: +50% damage on hits against a target at full health. Enemies also notice you from 20% closer.
Beast Warden Animal Companion: press your class secondary key to bond with a beast of CR 1/4 or lower (wolf, boar, giant rat, giant frog, giant poisonous snake or stirge). It follows you and fights at your side, gains 10% health per level and +5% damage per proficiency point; Bestial Fury (L11): +50% damage. Press the key again to make it stay, follow or leave.

Rogue (level 3)

Subclass Features
Thief Fast Hands: all stamina costs are 15% lower.
Assassin Assassinate: +60% damage against creatures that haven't noticed you yet.
Spellthief Spellcasting: learn Minor Illusion, Mage Armor and Shield at level 3, and Invisibility at level 7.

Sorcerer (level 1)

Subclass Features
Draconic Bloodline Draconic Resilience: +2 max HP per character level (+24 at level 12). Elemental Affinity (level 6): your spells deal 25% more fire damage. This includes Fire Mark.
Chaos Sorcery Wild Magic Surge (1.5.1): after you cast a leveled spell, a d20 is rolled; on a 1, magic surges and a d100 roll picks one of 25 effects (fire, flight, invisibility, healing, hens and more). Spells a surge casts never surge again. Tides of Chaos (G): once per long rest, advantage on your next attack roll or saving throw within a minute; while it's spent, your next leveled spell surges for sure and Tides of Chaos comes back. The server can choose the old rule instead ([FifthEdition] WildMagicSurge = Frequent: 20% of every spell surges, now on the full table) or Off.

Warlock (level 1)

Subclass Features
The Fiend Dark One's Blessing: killing a creature also heals you for 10 HP (scales with level).
The Fey Patron Misty Escape: when a hit drops you below 30% health, you teleport 8 m back and turn invisible for 5 s. 60 s cooldown.
The Deep Dreamer Awakened Mind. Entropic Ward (6): once per short rest a creature's attack against you has disadvantage, and your next hit on it has advantage. Expanded spells: Hideous Laughter, Suggestion (3), Slow (5).
The Genie (1.5.1) Genie's Vessel: a bottle; if you don't carry one, the class feature (G) makes a new one. Genie's Wrath: once a second, a hit of yours adds thunder damage (2 x your proficiency bonus). Bottled Respite (G, or use the bottle): once per long rest, step into the small furnished room inside the bottle; using it again (or fef vessel leave) brings you back where you stepped in. Sanctuary Vessel (10): up to five friends you invite (fef vessel invite <name>, uninvite, list) come along if they stand within 6 m when you step in; when you leave, everyone inside comes out too. Expanded spells: Thunderwave (1), Gust of Wind (3), Create Food and Water and Wind Wall (5), Greater Invisibility (7).
The Undead (1.5.1, optional) Only offered when the server turns on [FifthEdition] UndeadPatron. Form of Dread (G, proficiency bonus uses per long rest): for a minute you gain extra health, can't be frightened, and once every 6 s a creature you hit makes a WIS save or is frightened. Grave Touched (6): once a second your hits add necrotic damage (doubled in Form of Dread). Necrotic Husk (10): resistance to necrotic damage, and once per long rest dropping to 0 health leaves you at 1 instead, in a burst of necrotic damage to creatures within 9 m. Expanded spells: Bane and False Life (1), Blindness/Deafness (3), Death Ward and Greater Invisibility (7).

Wizard (level 2)

Subclass Features
School of Evocation Empowered Evocation: your damaging spells deal 25% more damage.
School of Warding Your Warding Shield is twice as strong (60 points). The Shield spell lasts twice as long (16 s).
School of Summoning Durable Summons: creatures you conjure have 30% more health and deal 20% more damage. Benign Transposition: Misty Step always known, and once per long rest it costs no slot. (Both really apply since 1.5.1.)
School of Foresight Portent: each day, your first two failed saving throws are rerolled.
School of Beguiling Hypnotic Gaze: creatures you charm or frighten with your spells stay that way 50% longer (applies since 1.5.1). Instinctive Charm (6): once per long rest the first attack against you each fight has a WIS save or misses.
School of Glamours Improved Minor Illusion. Illusory Self (10): once per short rest an attack that would hit you misses.
School of Grave Arts Grim Harvest heals double (applies since 1.5.1). Undead Thralls (6): Animate Dead raises one extra undead, with 30% more health and damage and a sickly green glow, and two more can serve you at once. Inured to Undeath (10): resistance to necrotic.
School of Change Transmuter's Stone (6, 1.5.1): at a workbench, forge or galdr table, the class feature (G) makes a stone once per long rest. Whoever carries it gets one benefit: darkvision, +10% speed, proficiency in CON saves, or resistance to acid, cold, fire, lightning or thunder; use the feature again while you carry it to switch the benefit. A new stone makes your older ones inert, so you can hand one to a friend. ([MinorAlchemy] TransmutersStoneItem = false brings back the old always-on version: +10% speed, darkvision and half poison damage.) Shapechanger (10): turn yourself into a beast from the Wild Shape picker, with a druid's forms and limits for your level; free once per short rest, then a 4th-level slot. Master Transmuter (12): four features that each use up the stone you carry, once per long rest: Major Transformation (your next Minor Alchemy is permanent and up to 5 times the amount), Panacea (you or the ally in front of you is healed fully and cured of curses, diseases and poison), Restore Life (Raise Dead without a diamond) and Restore Youth (lifts exhaustion). Minor Alchemy (1.2.7): at a workbench, forge or galdr table, use the class feature key (G) to turn a material into another of the same tier: wood and stone, fine wood and round logs, resin and coal, copper and tin, copper ore and tin ore (up to 20 at once, 6 seconds of focus). The first use after a long rest is free, after that it costs a 1st-level spell slot. The change wears off after an hour, wherever the material is: in your pack, in a chest or on the ground (1.5.1); transmuted stacks keep to themselves. Silver, iron and other high-tier materials can't be made.

Runesmith (level 3)

Subclass Features
Alchemist Alchemical Savant: healing from your healing spells (such as Cure Wounds) is 50% stronger.
Siegesmith Arcane Firearm: your spells and Eldritch Cannon deal 25% more damage.
Forge Warden Battle Ready: your weapon hits deal 15% more damage and add 5 lightning damage. Forge Defender (1.5.1): press your class secondary key (X) to build a bronze-glowing construct that follows you and fights at your side. Its health grows 10% per level and its hits 5% per proficiency point; Improved Defender at the level cap (12) makes it 25% harder. Press X again for Follow / Stay, Repair (heals 40% of its health, 3 times per long rest) or Dismiss. If it's destroyed, build a new one after a long rest or 8 in-game hours.
Forge Warden Battle Ready: weapon hits deal +15% damage and add +5 lightning damage.