04. Classes

Updated 3 hours 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 or 3 subclasses (32 in all). You have one class at a time, and switching is free.

This page covers, in order: choosing a class, controls and shared rules, 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. This is free, and you can switch again whenever you like.
  3. When you are high enough level, click Choose Subclass on the same tab. 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
X Class ability 2 (only some classes have one)
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.


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, Mending, Minor Illusion, Prestidigitation
1st 1 Charm Person, Cure Wounds, Faerie Fire, Feather Fall, Healing Word, Longstrider, Speak with Animals, Thunderwave
2nd 3 Hold Person, Invisibility, Lesser Restoration, Shatter
3rd 5 Mass Healing Word
4th 7 Greater Invisibility
5th 9 Mass Cure Wounds

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 Mending, Sacred Flame, Death Knell, Radiant Burst
1st 1 Bless, Cure Wounds, Guiding Bolt, Healing Word
2nd 3 Aid, Hold Person, Lesser Restoration, Spiritual Weapon
3rd 5 Mass Healing Word, Spirit Guardians
5th 9 Flame Strike, Mass Cure Wounds
6th 11 Heal

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.

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 Druidcraft, Rime Touch, Mending, Shape Soil, Poison Spray, Produce Flame, Shillelagh, Bramble Lash
1st 1 Charm Person, Cure Wounds, Faerie Fire, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Speak with Animals, Thunderwave
2nd 3 Hold Person, Lesser Restoration, Moonbeam, Pass without Trace
3rd 5 Call Lightning
4th 7 Ice Storm, Stoneskin
5th 9 Mass Cure Wounds
6th 11 Heal, Sunbeam

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, Cure Wounds, Thunder Strike
2nd 5 Aid, Lesser Restoration

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 Cure Wounds, Goodberry, Jump, Longstrider, Speak with Animals
2nd 5 Lesser Restoration, Pass without Trace

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, Rime Touch, Mending, Minor Illusion, Shape Soil, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp
1st 1 Burning Hands, Charm Person, Expeditious Retreat, Feather Fall, Ice Knife, Jump, Mage Armor, Magic Missile, Shield, Thunderwave
2nd 3 Blur, Enlarge/Reduce, Hold Person, Invisibility, Misty Step, Scorching Ray, Shatter
3rd 5 Fireball, Fly, Haste, Lightning Bolt
4th 7 Greater Invisibility, Ice Storm, Stoneskin
5th 9 Cone of Cold
6th 11 Chain Lightning, Sunbeam

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. Free, 8 s cooldown
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, Eldritch Blast, Rime Touch, Minor Illusion, Poison Spray, Prestidigitation, Death Knell
1st 1 Charm Person, Expeditious Retreat, Hex
2nd 3 Hold Person, Invisibility, Misty Step, Shatter
3rd 5 Fly

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, Fire Bolt, Rime Touch, Mending, Minor Illusion, Shape Soil, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, Death Knell
1st 1 Burning Hands, Charm Person, Expeditious Retreat, Feather Fall, Ice Knife, Jump, Longstrider, Mage Armor, Magic Missile, Shield, Thunderwave
2nd 3 Blur, Enlarge/Reduce, Hold Person, Invisibility, Misty Step, Scorching Ray, Shatter
3rd 5 Fireball, Fly, Haste, Lightning Bolt
4th 7 Greater Invisibility, Ice Storm, Stoneskin
5th 9 Cone of Cold
6th 11 Chain Lightning, Sunbeam

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, Dancing Lights, Fire Bolt, Rime Touch, Mending, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, Bramble Lash
1st 1 Cure Wounds, Expeditious Retreat, Faerie Fire, Feather Fall, Jump, Longstrider
2nd 5 Aid, Blur, Enlarge/Reduce, Invisibility, Lesser Restoration, Shatter
3rd 9 Fly, Haste

Subclasses

How to pick one

  • Open the character sheet (L), go to the Class tab and click Choose Subclass. The picker lists your class's subclasses. Click Choose ... on the one you want. Changing it later is free.
  • 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).

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.

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: 10% of your weapon hits are critical hits that deal double damage. From level 10 the chance is 15%.
Tactician Trip Attack: 25% of your weapon hits stagger the target much harder and shove it back.
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.

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.

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 Chaos Sorcery Surge: each leveled spell you cast (not cantrips) has a 20% chance to trigger one random surge: a heal (20 HP, scales with level), a blink 6 m forward, a fire nova (20 fire damage within 6 m, scales with level), Haste for 10 s, or Blur for 10 s.

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.

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).

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: weapon hits deal +15% damage and add +5 lightning damage.