## Barbarian
Fierce and rage-driven warriors, barbarians can solve almost any problem with a simple swing of an axe.
### Berserker Frenzy
When your frenzied rage ends, you lose one unspent hit die. If you don't have any hit die remaining, you instead suffer one level of exhaustion.
## Druid
Shapeshifting agents of nature, druids channel ancient and primal powers in their quest to preserve balance—by force and with blood, if necessary.
### Wild Shape
Starting at 2nd-level, you gain access to the _Wild Shape_ feature. This ability is subject to the following changes:
- **Attack Bonus / Ability DCs:** When in wild shape, calculate your attack bonus and any ability DCs using either your shape's proficiency bonus _or_ your own—whichever is highest. You are proficient in whichever forms of attack the shape is proficient in.
- **Defenses / Damage:** Your wild shape's defenses and attack damage values are unchanged.
- **Hit Points:** When in wild shape, your hit point maximum is equal to either the shape's default _or_ six times your druid level—whichever is highest.
- **0 Hit Points:** If you are reduced to 0 hit points whilst in a wild shape, you revert to your normal form and lose one unspent hit die _or_ suffer a level of exhaustion if you have no hit dice remaining.
- **Multiattack:** You can't use multiattack in your new form until you are a 5th-level druid (or higher).
## Fighter
With a sixth-sense for combat, fighters are inextricably drawn to the heat of battle. Some fight for what they believe in—but for others, the fight is all that matters.
### Second Wind
As you master your fighting skills, your ability to recover from battle is improved—_Second Wind_ now restores more hit points as your fighter class level increases.
#### Second Wind
|Level|Hit Points|
|---|---|
|1st|1d10 + fighter level|
|3rd|2d10 + fighter level|
|7th|3d10 + fighter level|
|10th|4d10 + fighter level|
|15th|5d10 + fighter level|
|18th|6d10 + fighter level|
### Battle Master Maneuvers
Many fighters develop signature abilities—these battle masters use their maneuvers to control the battlefield.
#### Disarming Attack
If you are adjacent to the target and have a free hand, you may catch the disarmed item as a free action.
#### Evasive Footwork
This maneuver also allows you to dodge an attack with some evasive, reactive footwork.
When another creature attacks you with a melee attack, you can use your reaction to expend one superiority die and roll it—add the number to your AC for that attack, potentially causing the attack to miss.
#### Lunging Attack
When you take the Attack action on your turn, you can expend one superiority die to increase your reach with melee weapon attacks by 5ft until the end of your turn.
Once during your turn, if you hit a creature with a lunging attack, you may add the superiority die to the attack's damage roll.
#### Rally
You grant more temporary hit points as you gain fighter class levels and become a more inspiring battle master.
#### Rally
|Level|Temp. Hit Points|
|---|---|
|3rd|2d8 + fighter level|
|7th|3d8 + fighter level|
|10th|4d10 + fighter level|
|15th|5d10 + fighter level|
|18th|6d12 + fighter level|
#### Parry
When another creature attacks you with a melee attack, you can use your reaction to attempt a parry. Expend one superiority die to add your Dexterity modifier to your AC for that attack, potentially causing the attack to miss you. Alternatively, if you are holding a shield, you may add your Strength modifier instead.
If the attack misses, you gain temporary hit points equal to the superiority die roll.
#### Trip Attack
Your _Trip Attack_ now requires a bonus action to use.
## Ranger
On the outskirts of civilization, rangers learn how to survive in dark and dangerous places. If you're very lucky, they might just help to keep you alive too.
### Hunter's Mark
At 2nd-level, you gain the ability to mark a creature as your quarry. Add the _Hunter's Mark_ spell to your known spell list as an _extra_ spell. You may cast this as a 1st-level spell for free (no spell slot required) a number of times equal to your Wisdom modifier (minimum 1).
You regain all expended uses of this feature when you finish a long rest. You may also cast this spell as normal per your spellcasting ability by spending a spell slot.
#### Class Feature
Hunter's Mark is now a class feature. Remove it from all class spell lists—the only way to learn _Hunter's Mark_ is to become a ranger (or be granted it by a specific class feature, such as _Oath of Vengeance_).
### Favored Enemy
You specialize in hunting a particular quarry. In addition to tracking, knowledge, and language advantages, your favored enemy grants you a new spell—this is a special ability you have learned to better hunt your enemy.
Check the _Favored Enemy_ table below and add the spell to your known spell list. Treat it as a ranger spell for the purposes of spellcasting, and—if required—reflavor the spell's appearance to better suit your style.
#### Favored Enemy
|Enemy|Spell|
|---|---|
|Aberrations|Detect Magic|
|Beasts|Ensnaring Strike|
|Constructs|Grease|
|Dragons|Heroism (must target self)|
|Elementals|Absorb Elements|
|Fey|Faerie Fire|
|Fiends|Bless (must target self)|
|Giants|Jump|
|Monstrosities|Healing Word (must target self)|
|Oozes|Detect Poison and Disease|
|Plants|Burning Hands|
|Undead|Guiding Bolt|
|Humanoids|Fog Cloud|