D&D Companion
Player's Handbook 2026 — Notion
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Features > Level 1: Weapon Mastery
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Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features > Level 1: Weapon Mastery
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51%
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN FEATURES > LEVEL 1: WEAPON MASTERY
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51%
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Features > Level 9: Abjure Foes
feat
42%
As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN CLASS FEATURES > BECOMING A BARBARIAN...
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As A LEVEL 1 CHARACTER
• Gain all the traits in the Core Barbarian Traits table.
• Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As A MULTICLASS CHARACTER
• Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
• Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
• Gain all the traits in the Core Barbarian Traits table.
• Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As A MULTICLASS CHARACTER
• Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
• Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Warlock > WARLOCK CLASS FEATURES > LIFEDRINKER
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38%
Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN CLASS FEATURES > Core Barbarian Traits
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38%
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Features > Level 20: Words of Creation
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38%
You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features > Level 15: Slippery Mind
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37%
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features > Level 1: Expertise
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37%
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features > Level 7: Reliable Talent
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37%
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN CLASS FEATURES > LEVEL 1: RAGE
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36%
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
• Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
• Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
• Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
• No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
• Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy. Force an enemy to make a saving throw. * Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
• Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
• Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
• Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
• No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
• Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy. Force an enemy to make a saving throw. * Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN FEATURES > LEVEL 3: PRIMAL KNOWLEDGE
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You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Class Features > As a Multiclass Character
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36%
• Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
• Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Features > Level 11: Radiant Strikes
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36%
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.