From 4a726c5fbec273c16e589157e1d0f3738e67ae76 Mon Sep 17 00:00:00 2001 From: Merith Date: Sat, 3 May 2025 12:12:21 -0700 Subject: [PATCH] restructure --- .../ThetaHelios-Testing.json | 4 +- modified/cs-official-no-phb.json | 24325 +++++++ modified/cs-official-only-phb.json | 57976 ++++++++++++++++ readme.md | 5 +- 4 files changed, 82307 insertions(+), 3 deletions(-) rename dragon.json => custom/ThetaHelios-Testing.json (95%) create mode 100644 modified/cs-official-no-phb.json create mode 100644 modified/cs-official-only-phb.json diff --git a/dragon.json b/custom/ThetaHelios-Testing.json similarity index 95% rename from dragon.json rename to custom/ThetaHelios-Testing.json index 17d868b..f316dd2 100644 --- a/dragon.json +++ b/custom/ThetaHelios-Testing.json @@ -1,7 +1,7 @@ [ { - "name": "Theta Helios", - "acronym": "TH", + "name": "Theta Helios - Testing", + "acronym": "THT", "backgrounds": [], "classes": [], "feats": [], diff --git a/modified/cs-official-no-phb.json b/modified/cs-official-no-phb.json new file mode 100644 index 0000000..381c12f --- /dev/null +++ b/modified/cs-official-no-phb.json @@ -0,0 +1,24325 @@ +[ + { + "name": "Acquisitions Incorporated", + "acronym": "AI", + "backgrounds": [ + { + "name": "Celebrity Adventurer's Scion", + "source": "AI", + "page": 48, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Perception, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp." + } + ] + }, + { + "name": "Name Dropping", + "type": "entry", + "entry": [ + "You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I will never get out of my famous parent's shadow, and no one else will ever understand this burden." + ], + [ + "2", + "I've seen enough of the adventuring life to have realistic expectations and empathy for my peers." + ], + [ + "3", + "Living up to my legacy will be difficult, but I'm going to do it." + ], + [ + "4", + "I'm used to the very best in life, and that's a hard habit to break." + ], + [ + "5", + "My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me." + ], + [ + "6", + "No one can fake a smile, a handshake, or an interested nod like I can." + ], + [ + "7", + "I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you." + ], + [ + "8", + "No risk is too great for the rewards of defeating my enemies... and taking their stuff." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)" + ], + [ + "2", + "Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)" + ], + [ + "3", + "Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)" + ], + [ + "4", + "Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)" + ], + [ + "5", + "Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)" + ], + [ + "6", + "Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "While my parent was out adventuring, a servant raised me, and I care about that person more than anyone." + ], + [ + "2", + "I consider every member of my parent's former adventuring party to be family." + ], + [ + "3", + "Despite their absences, my famous parent was kind and generous. I love them and want to make them proud." + ], + [ + "4", + "My parent once brought a cursed magic item home. It is my obsession." + ], + [ + "5", + "My childhood home holds all my best memories, and its upkeep is my primary concern." + ], + [ + "6", + "Growing up, I had an imaginary friend I could always count on. That friend is still with me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You don't know what I'm going through. You never can." + ], + [ + "2", + "You. Fetch my cloak. And maybe rub my feet for a while." + ], + [ + "3", + "My comrades are brave, but I must defeat this threat alone to prove my worth." + ], + [ + "4", + "Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them." + ], + [ + "5", + "My best days are behind me. Ahead lies only toil, pain, and death." + ], + [ + "6", + "You have to look out for yourself. No one else will." + ] + ] + } + ] + } + ], + "entries": [ + "Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.", + "You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.", + "In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself." + ], + "skillProficiencies": [ + { + "perception": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit", + "fine clothes", + { + "item": "pouch", + "containsValue": 3000 + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Failed Merchant", + "source": "AI", + "page": 49, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Investigation, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Supply Chain", + "type": "entry", + "entry": [ + "From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again." + ], + [ + "2", + "Even my competitors said I was affable and talented. Those traits should serve me well." + ], + [ + "3", + "To prosper, you have to be in control." + ], + [ + "4", + "The customer is always right." + ], + [ + "5", + "I was cutting corners and breaking deals to maximize profit. That's why I failed." + ], + [ + "6", + "When I get an idea, I am single-minded in its execution—even if it's a terrible idea." + ], + [ + "7", + "If I can be everyone's friend, I'll always have support." + ], + [ + "8", + "My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)" + ], + [ + "2", + "Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)" + ], + [ + "3", + "Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)" + ], + [ + "4", + "Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)" + ], + [ + "5", + "Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)" + ], + [ + "6", + "Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My family means everything to me. I failed them before, and I must not do so again." + ], + [ + "2", + "My church provides a connection to my god, so I must ensure that it is protected and funded." + ], + [ + "3", + "My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family." + ], + [ + "4", + "If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on." + ], + [ + "5", + "Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them." + ], + [ + "6", + "I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Why spend gold here when you can buy the same thing for copper in the next town?" + ], + [ + "2", + "I must have the best of everything. Like, right now." + ], + [ + "3", + "You haven't heard of me? I'm sure that's because of your ignorance and low breeding." + ], + [ + "4", + "I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck." + ], + [ + "5", + "I find that most people are trustworthy. Hey, where's my belt pouch?" + ], + [ + "6", + "Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there." + ] + ] + } + ] + } + ], + "entries": [ + "Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.", + "With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future." + ], + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + "merchant's scale", + "fine clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gambler", + "source": "AI", + "page": 49, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Insight" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One gaming set" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Never Tell Me the Odds", + "type": "entry", + "entry": [ + "Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I plan for every contingency. Leave nothing to chance!" + ], + [ + "2", + "Every copper wants to be a silver. Each bet is an opportunity." + ], + [ + "3", + "I'm one of Lady Luck's favored. Anything I try is destined to succeed." + ], + [ + "4", + "I've lost so much to gambling that I refuse to spend money on anything anymore." + ], + [ + "5", + "Nothing is certain. Planning is a coward's act." + ], + [ + "6", + "I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public." + ], + [ + "7", + "The perfect bet is out there somewhere. I just have to keep my eyes open." + ], + [ + "8", + "I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)" + ], + [ + "2", + "Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)" + ], + [ + "3", + "Bravery. If you want to succeed, you have to take risks. (Chaotic)" + ], + [ + "4", + "Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)" + ], + [ + "5", + "Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)" + ], + [ + "6", + "Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid." + ], + [ + "2", + "I'm loyal to the friend or family member who taught me how to gamble." + ], + [ + "3", + "The person who saved me from my gambling addiction is the only reason I'm alive today." + ], + [ + "4", + "A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash." + ], + [ + "5", + "A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me." + ], + [ + "6", + "Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I don't know when to quit. Especially when everyone else is telling me to." + ], + [ + "2", + "I save my sympathy for my friends, and I have no friends." + ], + [ + "3", + "You think we're in trouble now? Let me tell you how bad things are likely to get!" + ], + [ + "4", + "You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed." + ], + [ + "5", + "I was once a terribly flawed person, like you. Let me tell you how you can save yourself." + ], + [ + "6", + "I'm a great gambler. I'm just bad at math and logic." + ] + ] + } + ] + } + ], + "entries": [ + "All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet." + ], + "skillProficiencies": [ + { + "deception": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "setGaming" + }, + { + "special": "lucky charm" + }, + "fine clothes", + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Plaintiff", + "source": "AI", + "page": 50, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Medicine, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of artisan's tools, fine clothes, 20 gp" + } + ] + }, + { + "name": "Legalese", + "type": "entry", + "entry": [ + "Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.", + { + "type": "table", + "caption": "", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!" + ], + [ + "2", + "I've been wronged my entire life, and the world owes me." + ], + [ + "3", + "I have always tried to make the best of a bad situation." + ], + [ + "4", + "The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right." + ], + [ + "5", + "I'm always in the wrong place at the wrong time." + ], + [ + "6", + "My superiors are smarter and wiser than I am. I do what I'm told." + ], + [ + "7", + "Never pass up the opportunity to make an easy bit of coin. That's my motto." + ], + [ + "8", + "I'm beginning to feel like the gods are not on my side." + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Justice. Those who break the law need to answer for their crimes. (Lawful)" + ], + [ + "2", + "Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)" + ], + [ + "3", + "Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)" + ], + [ + "4", + "Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)" + ], + [ + "5", + "Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)" + ], + [ + "6", + "Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of." + ], + [ + "2", + "The rulers of this place were kind to me, and they have my lifelong devotion." + ], + [ + "3", + "My parents worry about me, but I'll make them proud." + ], + [ + "4", + "The only bond that matters is the one holding my money pouch to my belt." + ], + [ + "5", + "The other new hires at Acquisitions Incorporated are my allies. We have each other's backs." + ], + [ + "6", + "My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work." + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The person who gains the most reward for the least effort wins." + ], + [ + "2", + "Three magic beans for just one cow? What a deal!" + ], + [ + "3", + "I have only one vice, but it controls my life." + ], + [ + "4", + "Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead." + ], + [ + "5", + "Until my songs are sung in every tavern in this realm, I won't be satisfied." + ], + [ + "6", + "If people find me unpleasant, that's their problem." + ] + ] + } + ] + } + ], + "entries": [ + "Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.", + "You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!", + "With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results." + ], + "skillProficiencies": [ + { + "medicine": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + "fine clothes", + { + "value": 2000 + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rival Intern", + "source": "AI", + "page": 51, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Investigation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Inside Informant", + "type": "entry", + "entry": [ + "You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My previous employer didn't respect me, and now I'll do whatever I can to gain respect." + ], + [ + "2", + "The job is important, but the relationships I forge with my coworkers are even more so." + ], + [ + "3", + "The job is everything to me. Who needs relaxation, hobbies, and a social life?" + ], + [ + "4", + "I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything." + ], + [ + "5", + "My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences." + ], + [ + "6", + "This company is so much better than my previous one. It will always be the best until they stop paying me." + ], + [ + "7", + "I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor." + ], + [ + "8", + "It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)" + ], + [ + "2", + "Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)" + ], + [ + "3", + "Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)" + ], + [ + "4", + "Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)" + ], + [ + "5", + "Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)" + ], + [ + "6", + "Power. Money is fine, but real power means never having to say you're sorry. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I have a family member in need. I consider them in everything I do." + ], + [ + "2", + "My peers keep me grounded." + ], + [ + "3", + "My past mistakes cost someone else dearly. I have to rectify that." + ], + [ + "4", + "A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way." + ], + [ + "5", + "I value an oath of loyalty I took to a group of friends over everything else in my life." + ], + [ + "6", + "Although I don't get along well with people, my pet means the world to me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I know what's best. Trust me." + ], + [ + "2", + "Flaw? I have no flaws. I'm perfect." + ], + [ + "3", + "My loyalties are... fluid." + ], + [ + "4", + "If anything goes wrong, it must be someone else's fault. Let me explain that in detail." + ], + [ + "5", + "There's right and there's wrong, and there's no gray area in between." + ], + [ + "6", + "Our superiors might not like what you're doing. I'm going to have to put that in my report." + ] + ] + } + ] + } + ], + "entries": [ + "You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?", + "Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use." + ], + "skillProficiencies": [ + { + "history": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "ledger from your previous employer containing a small piece of useful information" + }, + "fine clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [], + "feats": [], + "races": [ + { + "name": "Verdan", + "size": "S", + "speed": 30, + "ability": [ + { + "con": 1, + "cha": 2 + } + ], + "entries": [ + { + "name": "Black Blood Healing", + "entries": [ + "The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll." + ], + "type": "entries" + }, + { + "name": "Limited Telepathy", + "entries": [ + "You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts." + ], + "type": "entries" + }, + { + "name": "Telepathic Insight", + "entries": [ + "Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true, + "any": 1 + } + ], + "short": "The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins. But then passing through the shadow of That-Which-Endures changed them forever.", + "URL": "https://5etools.com/img/races/Verdan.png" + } + ], + "spells": [] + }, + { + "name": "Astral Adventurer's Guide", + "acronym": "AAG", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Astral Elf", + "source": "AAG", + "page": 10, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "elf" + ], + "size": "M", + "speed": 30, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "age": { + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting" + ], + "languageProficiencies": [ + { + "common": true + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "additionalSpells": [ + { + "known": { + "1": [ + "dancing lights#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + }, + { + "known": { + "1": [ + "light#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + }, + { + "known": { + "1": [ + "sacred flame#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf." + ] + }, + { + "type": "entries", + "name": "Astral Fire", + "entries": [ + "You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the charmed condition on yourself." + ] + }, + { + "type": "entries", + "name": "Starlight Step", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Astral Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.", + "Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the PHB. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest." + ] + } + ], + "short": "Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Astral Elf.webp" + }, + { + "name": "Autognome", + "source": "AAG", + "page": 11, + "lineage": "VRGR", + "creatureTypes": [ + "construct" + ], + "size": "S", + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "speed": 30, + "languageProficiencies": [ + { + "common": true + } + ], + "traitTags": [ + "Improved Resting", + "Natural Armor" + ], + "toolProficiencies": [ + { + "any": 2 + } + ], + "resist": [ + "poison" + ], + "conditionImmune": [ + "disease" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Construct." + ] + }, + { + "type": "entries", + "name": "Armored Casing", + "entries": [ + "You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier." + ] + }, + { + "type": "entries", + "name": "Built for Success", + "entries": [ + "You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Healing Machine", + "entries": [ + "If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).", + "In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying." + ] + }, + { + "type": "entries", + "name": "Mechanical Nature", + "entries": [ + "You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe." + ] + }, + { + "type": "entries", + "name": "Sentry's Rest", + "entries": [ + "When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious." + ] + }, + { + "type": "entries", + "name": "Specialized Design", + "entries": [ + "You gain two tool proficiencies of your choice, selected from the PHB." + ] + } + ], + "short": "Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Autognome.webp" + }, + { + "name": "Giff", + "source": "AAG", + "page": 12, + "lineage": "VRGR", + "size": "M", + "ability": [ + {} + ], + "languageProficiencies": [ + { + "common": true + } + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "speed": { + "walk": 30, + "swim": true + }, + "traitTags": [ + "Powerful Build" + ], + "weaponProficiencies": [ + { + "firearms": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Astral Spark", + "entries": [ + "Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus.", + "You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Firearms Mastery", + "entries": [ + "You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll." + ] + }, + { + "type": "entries", + "name": "Hippo Build", + "entries": [ + "You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + } + ], + "short": "Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Giff.webp" + }, + { + "name": "Hadozee", + "source": "AAG", + "page": 13, + "lineage": "VRGR", + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "size": "Small or Medium", + "speed": { + "walk": 30, + "climb": true + }, + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Dexterous Feet", + "entries": [ + "As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object." + ] + }, + { + "type": "entries", + "name": "Glide", + "entries": [ + "When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide." + ] + }, + { + "type": "entries", + "name": "Hadozee Dodge", + "entries": [ + "The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).", + "You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest." + ] + } + ], + "short": "Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Hadozee.webp" + }, + { + "name": "Plasmoid", + "source": "AAG", + "page": 14, + "lineage": "VRGR", + "creatureTypes": [ + "ooze" + ], + "size": "Small or Medium", + "speed": 30, + "languageProficiencies": [ + { + "common": true + } + ], + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "darkvision": 60, + "resist": [ + "acid", + "poison" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are an Ooze." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Amorphous", + "entries": [ + "You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple." + ] + }, + { + "type": "entries", + "name": "Hold Breath", + "entries": [ + "You can hold your breath for 1 hour." + ] + }, + { + "type": "entries", + "name": "Natural Resilience", + "entries": [ + "You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned." + ] + }, + { + "type": "entries", + "name": "Shape Self", + "entries": [ + "As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.", + "As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds." + ] + } + ], + "short": "Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Plasmoid.webp" + }, + { + "name": "Thri-kreen", + "source": "AAG", + "page": 15, + "lineage": "VRGR", + "creatureTypes": [ + "monstrosity" + ], + "size": "Small or Medium", + "speed": 30, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "darkvision": 60, + "languageProficiencies": [ + { + "common": true + } + ], + "traitTags": [ + "Improved Resting", + "Natural Armor" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Monstrosity." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Chameleon Carapace", + "entries": [ + "While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.", + "As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings." + ] + }, + { + "type": "entries", + "name": "Secondary Arms", + "entries": [ + "You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property." + ] + }, + { + "type": "entries", + "name": "Sleepless", + "entries": [ + "You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest." + ] + }, + { + "type": "entries", + "name": "Thri-kreen Telepathy", + "entries": [ + "Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required)." + ] + } + ], + "short": "Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/AAG/Thri-kreen.webp" + } + ], + "spells": [ + { + "name": "Air Bubble", + "source": "AAG", + "page": 22, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Create Spelljamming Helm", + "source": "AAG", + "page": 22, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a crystal rod worth at least 5,000 gp, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm." + ] + } + ] + }, + { + "name": "Baldur's Gate: Descent Into Avernus", + "acronym": "BGDIA", + "backgrounds": [ + { + "name": "Faceless", + "source": "BGDIA", + "page": 203, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Intimidation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Disguise kit, a costume clothes, a pouch containing 10 gp" + } + ] + }, + { + "name": "Dual Personalities", + "type": "entry", + "entry": [ + "Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I'm earnest and uncommonly direct." + ], + [ + 2, + "I strive to have no personality—it's easier to forget what's hardly there." + ], + [ + 3, + "I treasure a memento of the person or instance that set me upon my path." + ], + [ + 4, + "I sleep just as much as I need to and on an unusual schedule." + ], + [ + 5, + "I think far ahead, a detachedness often mistaken for daydreaming." + ], + [ + 6, + "I cultivate a single obscure hobby or study and eagerly discuss it at length." + ], + [ + 7, + "I am ever learning how to be among others—when to stay quiet, when to laugh." + ], + [ + 8, + "I behave like an extreme opposite of my persona." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "Justice. Place in society shouldn't determine one's access to what is right. (Good)" + ], + [ + 2, + "Security. Doing what must be done can't bring the innocent to harm. (Lawful)" + ], + [ + 3, + "Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic)" + ], + [ + 4, + "Infamy. My name will be a malediction, a curse that fulfills my will. (Evil)" + ], + [ + 5, + "Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)" + ], + [ + 6, + "Anonymity. It's my deeds that should be remembered, not their instrument. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I do everything for my family. My first thought is keeping them safe." + ], + [ + 2, + "What I do, I do for the world. The people don't realize how much they need me." + ], + [ + 3, + "I've seen too many in need. I must not fail them as everyone else has." + ], + [ + 4, + "I stand in opposition, lest the wicked go unopposed." + ], + [ + 5, + "I am exceptional. I do this because no one else can, and no one can stop me." + ], + [ + 6, + "I do everything for those who were taken from me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I am callous about death. It comes to us all eventually." + ], + [ + 2, + "I never make eye contact or hold it unflinchingly." + ], + [ + 3, + "I have no sense of humor. Laughing is uncomfortable and embarrassing." + ], + [ + 4, + "I overexert myself, sometimes needing to recuperate for a day or more." + ], + [ + 5, + "I think far ahead, a detachedness often mistaken for daydreaming." + ], + [ + 6, + "I see morality entirely in black and white." + ] + ] + } + ] + } + ], + "entries": [ + "Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.", + "Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask." + ], + "skillProficiencies": [ + { + "deception": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit", + "costume clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [], + "feats": [], + "races": [ + ], + "spells": [] + }, + { + "name": "Bigby Presents: Glory of the Giants", + "acronym": "BGG", + "backgrounds": [ + { + "name": "Giant Foundling", + "source": "BGG", + "feats": [ + { + "strike of the giants": true + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "giant": true, + "any": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "backpack", + "traveler's clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "small stone that reminds you of home" + } + ], + "b": [ + { + "special": "sprig that reminds you of home" + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + "Though you aren't a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.", + "Something about your environment\u2014perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you\u2014caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Intimidation, Survival" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Giant and one other language of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A backpack, a set of traveler's clothes, a small stone or sprig that reminds you of home, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Strike of the Giants", + "type": "entry", + "entry": [ + "You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:", + "\n• Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.", + "\n• Fire Strike. The target takes an extra 1d10 fire damage.", + "\n• Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.", + "\n• Hill Strike. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.", + "\n• Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.", + "\n• Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn. The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "What I lack in stature compared to giants, I make up for with sheer spite." + ], + [ + "2", + "I insist on being taken seriously as a full-grown adult. Nobody talks down to me!" + ], + [ + "3", + "Crowded spaces make me uncomfortable. I'd much rather be in an open field than a bustling tavern." + ], + [ + "4", + "I embrace my shorter stature. It helps me stay unnoticed\u2014and underestimated." + ], + [ + "5", + "Every avalanche begins as a single pebble." + ], + [ + "6", + "The world always feels too big, and I'm afraid I'll never find my place in it." + ] + ] + }, + { + "type": "table", + "caption": "Foundling Origin", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You were found as a baby by a family of nomadic giants who raised you as one of their own." + ], + [ + "2", + "A family of stone giants rescued you when you fell into a mountain chasm, and you have lived with them underground ever since." + ], + [ + "3", + "You were lost or abandoned as a child in a jungle that teemed with ravenous dinosaurs. There, you found an equally lost frost giant; together, you survived." + ], + [ + "4", + "Your farm was crushed and your family killed in a battle between warring groups of giants. Racked with guilt over the destruction, a sympathetic giant soldier promised to care for you." + ], + [ + "5", + "After you had a series of strange dreams as a child, your superstitious parents sent you to study with a powerful but aloof storm giant oracle." + ], + [ + "6", + "While playing hide-and-seek with your friends, you stumbled into the castle of a cloud giant, who immediately adopted you." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rune Carver", + "source": "BGG", + "feats": [ + { + "rune shaper": true + } + ], + "skillProficiencies": [ + { + "history": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "giant": true + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "small knife" + }, + "whetstone", + "common clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + "\"What we call rune magic is the palest imitation of Annam's creative work. He shaped worlds from the primal elements; we struggle to bind the merest scraps of elemental power into the mystic shapes of our runes.\" - Diancastra", + "You've dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into the supernatural power held within runes.", + "The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As such, though Giant runes are the most commonly used, many rune carvers incorporate symbols from their native languages into the craft." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "History, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One set of artisan's tools" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Giant" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of artisan's tools (one of your choice), a small knife, a whetstone, a set of common clothes, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Rune Shaper", + "source": "BGG", + "page": 18, + "prerequisite": [ + { + "spellcasting": true + }, + { + "background": [ + { + "name": "Rune Carver", + "displayEntry": "Rune Carver" + } + ] + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "comprehend languages" + ] + } + } + } + } + ], + "entry": [ + "You've studied the magic of Giant runes, granting you the following benefits:", + "\n• Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.", + "\n• Rune Magic. ", + "You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.", + "You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.", + "Rune - Spell", + "Cloud - Fog cloud", + "Death - Inflict wounds", + "Dragon - Chromatic orb", + "Enemy - Disguise self", + "Fire - Burning hands", + "Friend - Speak with animals", + "Frost - Armor of Agathys", + "Hill - Goodberry", + "Journey - Longstrider", + "King - Command", + "Mountain - Entangle", + "Stone - Sanctuary", + "Storm - Thunderwave" + ] + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The Rune Carver Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Is it practical to learn an ancient language that is rarely spoken? No. But is it fun? Very." + ], + [ + "2", + "I learned one of my ancestors was a lauded rune carver whose story was lost to time. I seek to rekindle that legacy." + ], + [ + "3", + "The old, traditional markings of runecraft look so boring. Why not give my runes some flair?" + ], + [ + "4", + "In my studies of runes, I strive to understand how great civilizations of the past fell, so I can prevent it from happening to societies of the present." + ], + [ + "5", + "Life may be a whirlwind of chaos, but whenever I create my runes, I feel at peace." + ], + [ + "6", + "My brain struggles to process words written in ink, but the feeling of carved runes makes my mind sing." + ] + ] + }, + { + "type": "table", + "caption": "Rune Style", + "colLabels": [ + "d6", + "Style" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You inscribe runes in wax or clay with a fine metal needle." + ], + [ + "2", + "You whittle pieces of wood into small figurines you mark with runes." + ], + [ + "3", + "You engrave runes onto glass beads and thread them onto necklaces and bracelets." + ], + [ + "4", + "You stitch runes into the hems of clothing." + ], + [ + "5", + "You carve runes on a set of animal bones you can throw in different formations." + ], + [ + "6", + "You draw runes into candles, melting the wax to smooth over the engravings." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classes": [], + "feats": [ + { + "name": "Ember of the Fire Giant", + "source": "BGG", + "page": 17, + "prerequisite": "Level 4 and Strike of the giants (Fire strike) feat", + "ability": "Choose 1 from Str, Con, Wis +1", + "resist": [ + "fire" + ], + "entries": [ + "You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Born of Flame. You have resistance to fire damage.", + "Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Fury of the Frost Giant", + "source": "BGG", + "page": 17, + "prerequisite": "Level 4 and Strike of the giants (Frost strike) feat", + "ability": "Choose 1 from Str, Con, Wis +1", + "resist": [ + "cold" + ], + "entries": [ + "You've manifested the icy might emblematic of frost giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Born of Ice. You have resistance to cold damage.", + "Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Guile of the Cloud Giant", + "source": "BGG", + "page": 18, + "prerequisite": "Level 4 and Strike of the giants (Cloud strike) feat", + "ability": "Choose 1 from Str, Con, Cha +1", + "entries": [ + "You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Keenness of the Stone Giant", + "source": "BGG", + "page": 18, + "prerequisite": "Level 4 and Strike of the giants (Stone strike) feat", + "ability": "Choose 1 from Str, Con, Wis +1", + "entries": [ + "You've manifested the physical talents emblematic of stone giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.", + "Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Rune Shaper", + "source": "BGG", + "page": 18, + "prerequisite": "Spellcasting or Rune Carver background", + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "comprehend languages" + ] + } + } + } + } + ], + "entries": [ + "You've studied the magic of Giant runes, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.", + "Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have. You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat). Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table." + ] + }, + "\nRune - Spell", + "Cloud - Fog cloud", + "Death - Inflict wounds", + "Dragon - Chromatic orb", + "Enemy - Disguise self", + "Fire - Burning hands", + "Friend - Speak with animals", + "Frost - Armor of Agathys", + "Hill - Goodberry", + "Journey - Longstrider", + "King - Command", + "Mountain - Entangle", + "Stone - Sanctuary", + "Storm - Thunderwave" + ] + }, + { + "name": "Soul of the Storm Giant", + "source": "BGG", + "page": 19, + "prerequisite": "Level 4 and Strike of the giants (Storm strike) feat", + "ability": "Choose 1 from Str, Wis, Cha +1", + "entries": [ + "You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Strike of the Giants", + "source": "BGG", + "page": 19, + "prerequisite": "Martial Weapons proficiency or Giant Foundling background", + "entries": [ + "You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:", + "\n• Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.", + "\n• Fire Strike. The target takes an extra 1d10 fire damage.", + "\n• Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.", + "\n• Hill Strike. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.", + "\n• Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.", + "\n• Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn. The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Vigor of the Hill Giant", + "source": "BGG", + "page": 19, + "prerequisite": "Level 4 and Strike of the giants (Hill strike) feat", + "ability": "Choose 1 from Str, Con, Wis +1", + "entries": [ + "You've manifested the resilience emblematic of hill giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.", + "Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus." + ] + } + ] + } + ], + "races": [], + "spells": [] + }, + { + "name": "Curse of Strahd", + "acronym": "CoS", + "backgrounds": [ + { + "name": "Black Fist Double Agent", + "source": "CoS", + "entries": [ + "You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.", + "In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Insight" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, and one type of artisan's tools or gaming set" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan's tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered)." + } + ] + }, + { + "name": "Double Agent", + "type": "entry", + "entry": [ + "You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around." + ], + [ + "2", + "My eloquence and sophistication are tools I use to avoid arousing suspicion myself." + ], + [ + "3", + "I am a thrill-seeker, excited by covert and dangerous missions." + ], + [ + "4", + "I live by my wits and always check every lock twice, just to be certain." + ], + [ + "5", + "I never admit to my mistakes lest they be used against me." + ], + [ + "6", + "I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look." + ], + [ + "7", + "I am prepared for any eventuality; including the day my usefulness as a spy comes to an end." + ], + [ + "8", + "I always make certain to know my enemy before acting, lest I bite off more than I can chew." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)" + ], + [ + "2", + "Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)" + ], + [ + "3", + "Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)" + ], + [ + "4", + "Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)" + ], + [ + "5", + "Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)" + ], + [ + "6", + "Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I was framed for a crime I did not commit, and seek to bring the true culprit to justice." + ], + [ + "2", + "I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities." + ], + [ + "3", + "I miss the glory days of Phlan, before the coming of the dragon." + ], + [ + "4", + "I seek to prove myself worthy of joining the Black Fist as a member of their order." + ], + [ + "5", + "My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible." + ], + [ + "6", + "My family was wrongly imprisoned, and I act as an informant in order to secure their release." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I think too highly of myself, and have an exaggerated sense of self-importance." + ], + [ + "2", + "I have difficulty trusting strangers. I see spies and informants everywhere." + ], + [ + "3", + "Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station." + ], + [ + "4", + "Years of seeing innocent people suffer have left me despondent and pessimistic for the future." + ], + [ + "5", + "My desire for vengeance often gets me into trouble." + ], + [ + "6", + "I am spendthrift, and share my wealth with the patrons of my favorite tavern." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "insight": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "choose": { + "from": [ + "artisan's tools", + "gaming set" + ] + } + } + ] + }, + { + "name": "Dragon Casualty", + "source": "CoS", + "entries": [ + "When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow \"survivors\" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.", + "What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Intimidation, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Special (see origin below)" + }, + { + "type": "item", + "name": "Language", + "entry": "Draconic" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax - the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan)." + } + ] + }, + { + "name": "Dragonscarred", + "type": "entry", + "entry": [ + "Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.", + "You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am driven to escape my past, and rarely stay in one place long." + ], + [ + "2", + "I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them." + ], + [ + "3", + "Speaking of my ordeal helps sooth the still open wounds in my soul." + ], + [ + "4", + "My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future." + ], + [ + "5", + "I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable." + ], + [ + "6", + "I am haunted my tortured past, and wake at night screaming at half-remembered horrors." + ], + [ + "7", + "I sleep with my back to a wall or tree, and a weapon within arm's reach." + ], + [ + "8", + "I am slow to trust, but incredibly loyal to those who have earned it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Survivor. No matter the cost, I will take any action necessary to survive. (Any)" + ], + [ + "2", + "Independence. When in trouble, the only person I can rely on is myself. (Chaotic)" + ], + [ + "3", + "Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good)" + ], + [ + "4", + "Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic)" + ], + [ + "5", + "Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful)" + ], + [ + "6", + "Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have sworn vengeance on the Maimed Virulence and those that follow him." + ], + [ + "2", + "I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them." + ], + [ + "3", + "While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!" + ], + [ + "4", + "I seek to reclaim and rebuild my former life to the best of my ability." + ], + [ + "5", + "I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor." + ], + [ + "6", + "I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied." + ], + [ + "2", + "I secretly believe others are plotting to harm me." + ], + [ + "3", + "I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat." + ], + [ + "4", + "Anyone who refuses to celebrate my celebrity does not deserve my company." + ], + [ + "5", + "I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence." + ], + [ + "6", + "Once I make up my mind, I follow my chosen course of action regardless of the consequences." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "draconic": true + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ] + }, + { + "name": "Haunted One", + "source": "CoS", + "choose": true, + "entries": [ + "You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Choose two of Arcana, Investigation, Religion, or Survival" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Monster hunter's pack, a set of common clothes, one trinket of special significance (choose one or roll on the Gothic Trinkets table)" + } + ] + }, + { + "name": "Heart of Darkness", + "type": "entry", + "entry": [ + "Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I don't run from evil. Evil runs from me." + ], + [ + "2", + "I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness." + ], + [ + "3", + "I spend money freely and live life to the fullest, knowing that tomorrow I might die." + ], + [ + "4", + "I live for the thrill of the hunt." + ], + [ + "5", + "I don't talk about the thing that torments me. I'd rather not burden others with my curse." + ], + [ + "6", + "I expect danger around every corner." + ], + [ + "7", + "I refuse to become a victim, and I will not allow others to be victimized." + ], + [ + "8", + "I put no trust in divine beings." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I try to help those in need, no matter what the personal cost. (Good)" + ], + [ + "2", + "I'll stop the spirits that haunt me or die trying. (Any)" + ], + [ + "3", + "I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)" + ], + [ + "4", + "I have a dark calling that puts me above the law. (Chaotic)" + ], + [ + "5", + "I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)" + ], + [ + "6", + "I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I keep my thoughts and discoveries in a journal. My journal is my legacy." + ], + [ + "2", + "I would sacrifice my life and my soul to protect the innocent." + ], + [ + "3", + "My torment drove away the person I love. I strive to win back the love I've lost." + ], + [ + "4", + "A terrible guilt consumes me. I hope that I can find redemption through my actions." + ], + [ + "5", + "There's evil in me, I can feel it. It must never be set free." + ], + [ + "6", + "I have a child to protect. I must make the world a safer place for him (or her)." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have certain rituals that I must follow every day. I can never break them." + ], + [ + "2", + "I assume the worst in people." + ], + [ + "3", + "I feel no compassion for the dead. They're the lucky ones." + ], + [ + "4", + "I have an addiction." + ], + [ + "5", + "I am a purveyor of doom and gloom who lives in a world without hope." + ], + [ + "6", + "I talk to spirits that no one else can see." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "investigation", + "religion", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "abyssal", + "celestial", + "deep speech", + "draconic", + "infernal", + "primordial", + "sylvan", + "undercommon" + ] + } + } + ] + }, + { + "name": "Iron Route Bandit", + "source": "CoS", + "entries": [ + "The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Animal Handling, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of dark common clothes, pack saddle, burglar's pack and a belt pouch containing 5 gp" + } + ] + }, + { + "name": "Black-Market Breeder", + "type": "entry", + "entry": [ + "You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "If people leave their gear unsecured, they must not want it very much." + ], + [ + "2", + "I feel more comfortable sleeping under the open sky." + ], + [ + "3", + "I always pre-plan my escape should things go bad; I always like to have an exit strategy." + ], + [ + "4", + "I tend to give animal owners breeding and care advice whether or not they want it." + ], + [ + "5", + "I lost a pet as a child and sadly reflect on it to this day." + ], + [ + "6", + "I always form a powerful, emotional bond with my mount." + ], + [ + "7", + "I recoil at the thought of killing someone else's pet or mount." + ], + [ + "8", + "I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Loyalty. Never bite the hand that feeds. (Good)" + ], + [ + "2", + "Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic)" + ], + [ + "3", + "Power. I strive to become leader of the pack at all costs. (Lawful)" + ], + [ + "4", + "Freedom. I bow to no one I don't respect. (Chaotic)" + ], + [ + "5", + "Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)" + ], + [ + "6", + "Unity. Lone wolves fail where the pack succeeds. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I cannot leave a harmed animal behind; I must save it or put it out of its misery." + ], + [ + "2", + "I leave behind my own personal calling cards when I do a job." + ], + [ + "3", + "I do not trust people who do not have a pet, mount, or furry companion." + ], + [ + "4", + "The pelt I wear on my back was from an animal that died saving my life, I will always cherish it." + ], + [ + "5", + "If my pet does not like you, I do not like you!" + ], + [ + "6", + "Once you've ridden with me and fought by my side, I'll be there for you odds be damned." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I talk to animals; I believe they understand me, even if they do not." + ], + [ + "2", + "I growl at and bite anyone who gets too close to my food while I am eating." + ], + [ + "3", + "I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them." + ], + [ + "4", + "I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge." + ], + [ + "5", + "I'm an inveterate gambler." + ], + [ + "6", + "I judge people based on how well they stand their ground in a fight. I got not time for cowards..." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ] + }, + { + "name": "Phlan Insurgent", + "source": "CoS", + "entries": [ + "The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.", + "Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Stealth, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp" + } + ] + }, + { + "name": "Guerrilla", + "type": "entry", + "entry": [ + "You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My patience knows no bounds, so long as my goal is in sight." + ], + [ + "2", + "In life and in struggle, the ends justify my actions." + ], + [ + "3", + "If you aren't helping me, you'd best at least stay out of my way." + ], + [ + "4", + "I long for the life that was taken away from me." + ], + [ + "5", + "Friends and family perished, tragically, before my eyes. I hope never to undergo that again." + ], + [ + "6", + "Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well." + ], + [ + "7", + "I can never allow my foes to get the drop on me." + ], + [ + "8", + "Time is a precious resource that I must spend wisely." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Leadership. The oppressed need someone to inspire them to courageous acts. (Good)" + ], + [ + "2", + "Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)" + ], + [ + "3", + "Determination. Threats to my home must be eliminated at all costs. (Any)" + ], + [ + "4", + "Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good)" + ], + [ + "5", + "Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)" + ], + [ + "6", + "Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll never let my fellow insurgents down. They are my only remaining friends." + ], + [ + "2", + "I was separated from a loved one during my escape from town. I will find them." + ], + [ + "3", + "One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions." + ], + [ + "4", + "An item I hold close is my last remaining connection to the family I lost during the fall." + ], + [ + "5", + "The dragon who took my past life away from me will feel the full extent of my vengeance." + ], + [ + "6", + "The knowledge in Mantor's Library is an irreplaceable treasure that must be protected." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan." + ], + [ + "2", + "Ale is the only way I can escape the desperation of my circumstances." + ], + [ + "3", + "It doesn't take much to get me into a fight." + ], + [ + "4", + "Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that." + ], + [ + "5", + "My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts." + ], + [ + "6", + "I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "stealth": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "artisan's tools": true, + "vehicles (land)": true + } + ] + }, + { + "name": "Stojanow Prisoner", + "source": "CoS", + "entries": [ + "Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.", + "Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp" + } + ] + }, + { + "name": "Ex-Convict", + "type": "entry", + "entry": [ + "The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am a bully; others will suffer as I have." + ], + [ + "2", + "I always say yes even when I mean no; it's just easier." + ], + [ + "3", + "I aim to misbehave." + ], + [ + "4", + "I go out of my way to frustrate or anger those in power." + ], + [ + "5", + "I strive to obey the law. I will never again make the mistake of going against authority." + ], + [ + "6", + "I always plan everything out. The one time I let others plan things it did not end well for me." + ], + [ + "7", + "I take blame to protect others from pain." + ], + [ + "8", + "I hoard information, you never know what may come in handy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos)" + ], + [ + "2", + "Dedication. I never betray those who trust me. (Law)" + ], + [ + "3", + "Vengeance. I use any means to get information I need; I have been well taught. (Evil)" + ], + [ + "4", + "Redemption. Everyone deserves a second chance. (Good)" + ], + [ + "5", + "Resilience. I can survive any challenge (Any)" + ], + [ + "6", + "Leadership. The best teams are made up of those that society has discarded." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I take up arms to help establish a free Phlan." + ], + [ + "2", + "The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep." + ], + [ + "3", + "I am indebted to those who freed me from prison, I will repay this debt." + ], + [ + "4", + "My torturer survived the attack that set me free, I will find him/her." + ], + [ + "5", + "I will not rest while others suffer fates similar to mine." + ], + [ + "6", + "I am searching for a way to heal the scars of Stojanow, both physical and emotional." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "During stressful times, I find myself crying for no reason." + ], + [ + "2", + "My nerve endings are shot from the interrogations; I am numb to all but the harshest touch." + ], + [ + "3", + "I am incapable of standing up for myself." + ], + [ + "4", + "I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out." + ], + [ + "5", + "Survival is worth more than friendship." + ], + [ + "6", + "The ghosts from my past hinder my actions." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "thieves' tools": true + } + ] + }, + { + "name": "Ticklebelly Nomad", + "source": "CoS", + "entries": [ + "You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.", + "In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day - magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Animal Handling, Nature" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Herbalism kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "Giant" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp" + } + ] + }, + { + "name": "At Home in the Wild", + "type": "entry", + "entry": [ + "The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I eagerly inject myself into the unknown." + ], + [ + "2", + "Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day." + ], + [ + "3", + "I accomplish my tasks efficiently, using as few resources as possible." + ], + [ + "4", + "It's difficult for me to remain in one place for long." + ], + [ + "5", + "I loudly brag about my tribe every chance I get." + ], + [ + "6", + "Having walked among giants, I am fearless in the face of bigger creatures." + ], + [ + "7", + "I am quiet and reserved, but observant. Nothing escapes my attention." + ], + [ + "8", + "My word is my bond. I see a promise to completion, even if it conflicts with my beliefs." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good)" + ], + [ + "2", + "Preservation. Nature must not be despoiled by encroaching civilization. (Any)" + ], + [ + "3", + "Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos)" + ], + [ + "4", + "Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral)" + ], + [ + "5", + "Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law)" + ], + [ + "6", + "Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled." + ], + [ + "2", + "The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them." + ], + [ + "3", + "The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done." + ], + [ + "4", + "I carry a trinket that spiritually and emotionally ties me to my people and my home." + ], + [ + "5", + "I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is." + ], + [ + "6", + "One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I throw myself and my friends into situations rarely ever thinking about consequences." + ], + [ + "2", + "Unfamiliar people and surroundings put me on edge." + ], + [ + "3", + "I have absolutely no patience for slowpokes and those who prove indecisive." + ], + [ + "4", + "My desire to experience new things causes me to make unsafe choices." + ], + [ + "5", + "I am overly protective of nature, sometimes to the detriment of my companions and myself." + ], + [ + "6", + "My lack of worldliness often proves my undoing in social, commercial, and hostile situations." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "nature": true + } + ], + "languageProficiencies": [ + { + "giant": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + } + ], + "classes": [], + "feats": [], + "races": [], + "spells": [] + }, + { + "name": "Dragonlance: Shadow of the Dragon Queen", + "acronym": "DSotDQ", + "backgrounds": [ + { + "name": "Knight of Solamnia", + "source": "DSotDQ", + "page": 30, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ] + } + ], + "feats": [ + { + "squire of solamnia": true + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "insignia of rank" + }, + "playing card set", + "common clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + "You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose evil. Your honor is as important to you as your life." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Athletics, Survival" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Squire of Solamnia", + "entry": [ + "You gain the Squire of Solamnia feat.", + "In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Knight of Solamnia Character", + "entry": [ + "When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the Trinkets table in the Player's Handbook for your starting trinket.", + { + "type": "table", + "caption": "Knight of Solamnia Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "A flat silver disk you record your heroics upon" + ], + [ + "2", + "A piece of a fallen knight's armor" + ], + [ + "3", + "A pendant featuring a crown, a rose, or a sword" + ], + [ + "4", + "The pommel of your mentor's sword" + ], + [ + "5", + "A meaningful favor from someone you defended\u2014perhaps a handkerchief or glove" + ], + [ + "6", + "A locket with a sketch of a silver dragon inside" + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mage of High Sorcery", + "source": "DSotDQ", + "page": 30, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ] + } + ], + "feats": [ + { + "initiate of high sorcery": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen", + "common clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + "Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that studies magic and prevents its misuse. You've trained among the Mages, but whether you'll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely already predisposed you toward one of the organization's three orders: the benevolent Order of the White Robes, the balance-pursuing Order of the Red Robes, or the ruthless Order of the Black Robes.", + "In the world of Krynn, many refer to the Mages of High Sorcery as the Wizards of High Sorcery. The organization accepts more than wizards, though, with sorcerers, warlocks, and other spellcasters included among their ranks." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Arcana, History" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Initiate of High Sorcery", + "entry": [ + "You gain the Initiate of High Sorcery feat.", + "In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Mage of High Sorcery Character", + "entry": [ + "Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group's three orders.", + { + "type": "table", + "caption": "Mage of High Sorcery Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "An unopened letter from your first teacher" + ], + [ + "2", + "A broken wand made of black, red, or white wood" + ], + [ + "3", + "A scroll bearing an incomprehensible formula" + ], + [ + "4", + "A purposeless device covered in colored stones that can fold into various enigmatic shapes" + ], + [ + "5", + "A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery" + ], + [ + "6", + "A lens through which you can see Krynn's invisible black moon, Nuitari" + ] + ] + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [], + "feats": [ + { + "name": "Adept of the Black Robes", + "source": "DSotDQ", + "page": 31, + "prerequisite": "Initiate of high sorcery (Nuitari) feat", + "entries": [ + "You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.", + "Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Adept of the Red Robes", + "source": "DSotDQ", + "page": 32, + "prerequisite": "Initiate of high sorcery (Lunitari) feat", + "entries": [ + "You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Insightful Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.", + "Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Adept of the White Robes", + "source": "DSotDQ", + "page": 32, + "prerequisite": "Initiate of high sorcery (Solinari) feat", + "entries": [ + "You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.", + "Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Divinely Favored", + "source": "DSotDQ", + "page": 32, + "prerequisite": "Level 4", + "entries": [ + "A god chose you to carry a spark of their power.", + "You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.", + "\nAlignment - 1st-Level Spell", + "Evil - Choose one 1st-level warlock spell", + "Good - Choose one 1st-level cleric spell", + "Neutral - Choose one 1st-level druid spell\n", + "You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat." + ] + }, + { + "name": "Initiate of High Sorcery", + "source": "DSotDQ", + "page": 32, + "prerequisite": "Level 1 Sorcerer or Wizard; or Mage of High Sorcery background", + "entries": [ + "You've received training from magic-users affiliated with the Mages of High Sorcery.", + "Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.", + "\nMoon - 1st-Level Spell", + "\nNuitari - Choose two from dissonant whispers, false life, hex, and ray of sickness", + "\nLunitari - Choose two from color spray, disguise self, feather fall, and longstrider", + "\nSolinari - Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield\n", + "You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat)." + ], + "hasFluffImages": true + }, + { + "name": "Knight of the Crown", + "source": "DSotDQ", + "page": 32, + "prerequisite": "Level 4 and Squire of Solamnia feat", + "ability": "Choose 1 from Str, Dex, Con +1", + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Knight of the Rose", + "source": "DSotDQ", + "page": 33, + "prerequisite": "Level 4 and Squire of Solamnia feat", + "ability": "Choose 1 from Con, Wis, Cha +1", + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Knight of the Sword", + "source": "DSotDQ", + "page": 33, + "prerequisite": "Level 4 and Squire of Solamnia feat", + "ability": "Choose 1 from Int, Wis, Cha +1", + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Squire of Solamnia", + "source": "DSotDQ", + "page": 34, + "prerequisite": "Level 1 Fighter or Paladin; or Knight of Solamnia background", + "entries": [ + "Your training in the ways of the Knights of Solamnia grants you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Mount Up. Mounting or dismounting costs you only 5 feet of movement.", + "Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest." + ] + } + ] + } + ], + "races": [ + { + "name": "Kender", + "source": "DSotDQ", + "size": "S", + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "speed": 30, + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "sleight of hand", + "stealth", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Fearless", + "entries": [ + "You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Taunt", + "entries": [ + "You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).", + "You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "short": "Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/DSotDQ/Kender.webp" + } + ], + "spells": [] + }, + { + "name": "Eberron: Rising from the Last War", + "acronym": "ERLW", + "backgrounds": [ + { + "name": "House Agent", + "source": "ERLW", + "page": 53, + "otherSources": [ + { + "source": "UAWGE", + "page": 94 + } + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Investigation, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiency", + "entry": [ + "Two proficiencies from the House Tool Proficiencies table" + ] + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp." + } + ] + }, + { + "name": "House Connections", + "type": "entry", + "entry": [ + "As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm always looking to improve efficiency." + ], + [ + "2", + "I love to share trivia about my house's business." + ], + [ + "3", + "I never forget an insult against me or my house." + ], + [ + "4", + "I'm enthusiastic about everything my house does." + ], + [ + "5", + "I represent my house and take pride in my looks." + ], + [ + "6", + "I'm critical of monarchies and limits on the houses." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Common Good. My house serves a vital function, and its prosperity will help everyone. (Good)" + ], + [ + "2", + "Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)" + ], + [ + "3", + "Innovation. Abandon old traditions and find better ways to do things. (Chaotic)" + ], + [ + "4", + "Power. I want to ensure the prosperity of my house and wield its power myself. (Evil)" + ], + [ + "5", + "Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any)" + ], + [ + "6", + "Comfort. I want to ensure that me and mine enjoy the best things in life. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My house is my family. I would do anything for it." + ], + [ + "2", + "I love someone from another house, but the relationship is forbidden." + ], + [ + "3", + "Someone I love was killed by a rival faction within my house, and I will have revenge." + ], + [ + "4", + "I don't care about the house as a whole, but I would do anything for my old mentor." + ], + [ + "5", + "My house must evolve, and I'll lead the evolution." + ], + [ + "6", + "I'm determined to impress the leaders of my house, and to become a leader myself." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm fixated on following official protocols." + ], + [ + "2", + "I'm obsessed with conspiracy theories and worried about secret societies and hidden demons." + ], + [ + "3", + "My house and bloodline make me the best!" + ], + [ + "4", + "My secret could get me expelled from my house." + ], + [ + "5", + "My religious beliefs aren't widespread in my house." + ], + [ + "6", + "I'm working for a hidden faction in my house that gives me secret assignments." + ] + ] + } + ] + } + ], + "entries": [ + "You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative." + ], + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true, + "tinker's tools": true + }, + { + "gaming set": true, + "vehicles (land)": true + }, + { + "brewer's supplies": true, + "cook's utensils": true + }, + { + "alchemist's supplies": true, + "herbalism kit": true + }, + { + "tinker's tools": true, + "thieves' tools": true + }, + { + "vehicles (water)": true, + "vehicles (air)": true, + "navigator's tools": true + }, + { + "thieves' tools": true, + "disguise kit": true + }, + { + "vehicles (land)": true, + "gaming set": true + }, + { + "disguise kit": true, + "musical instrument": true + }, + { + "calligrapher's supplies": true, + "forgery kit": true + }, + { + "thieves' tools": true, + "gaming set": true + }, + { + "poisoner's kit": true, + "musical instrument": true + }, + { + "vehicles (land)": true, + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes", + { + "item": "signet ring", + "displayName": "house signet ring" + }, + { + "special": "identification papers" + }, + { + "special": "purse", + "containsValue": 2000 + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [ + { + "name": "Artificer", + "hd": "d8", + "choice": 3, + "primary": "Intelligence", + "specific": { + "name": "Infused Items", + "amount": "2", + "unlocked": true + }, + "proficiency": { + "con": true, + "int": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Infusions Known", + "Infused Items", + "Cantrips Known" + ], + "rows": [ + [ + 0, + 0, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 12, + 6, + 4 + ], + [ + 12, + 6, + 4 + ], + [ + 12, + 6, + 4 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 2 + ], + [ + 4, + 3, + 3, + 3, + 2 + ] + ] + } + ], + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple" + ], + "tools": [ + "thieves' tools", + "tinker's tools", + "artisan's tools" + ], + "skills": { + "choose": 2, + "from": [ + "Arcana", + "History", + "Investigation", + "Medicine", + "Nature", + "Perception", + "Sleight of Hand" + ] + }, + "startingEquipment": { + "default": [ + "any two simple weapons of your choice", + "a light crossbow and 20 bolts", + { + "choose": 2, + "items": [ + "studded leather armor", + "scale mail" + ] + }, + "thieves' tools and a dungeoneer's pack" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Magical Tinkering", + "entries": [ + "At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:", + "• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.", + "• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.", + "• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.", + "• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.", + "The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.", + "You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.", + "\n• Tools Required", + "You produce your artificer spell effects through your tools. You must have a spellcasting focus, specifically thieves' toolsor some kind of artisan's tool, in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.", + "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.", + "\n• The Magic of Artifice", + "As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.", + "The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal, perhaps modifying a tool so that it channels heat instead of healing energy.", + "Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.", + "\n• Cantrips", + "At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.", + "When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.", + "\n• Preparing and Casting Spells", + "The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.", + "\n• Ritual Casting", + "You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "name": "Optional Rule: Firearm Proficiency", + "entries": [ + "The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them." + ] + } + ], + [ + { + "name": "Infuse Item", + "entries": [ + "At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.", + "\n• Infusions Known", + "When you gain this feature, pick four artificer infusions to learn, choosing from the Artificer Infusions section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.", + "Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.", + "\n• Artificer Infusions", + "Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.", + "The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.", + "Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.", + "Unless an infusion's description says otherwise, you can't learn an infusion more than once.", + "\n• Infusing an Item", + "Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see \"Attunement\" in chapter 7 of the Dungeon Master's Guide).", + "Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.", + "You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies." + ] + } + ], + [ + { + "name": "The Right Tool for the Job", + "entries": [ + "At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Tool Expertise", + "entries": [ + "Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool." + ] + } + ], + [ + { + "name": "Flash of Genius", + "entries": [ + "Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.", + "You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Magic Item Adept", + "entries": [ + "When you reach 10th level, you achieve a profound understanding of how to use and make magic items:", + "• You can attune to up to four magic items at once.", + "• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold." + ] + } + ], + [ + { + "name": "Spell-Storing Item", + "entries": [ + "At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).", + "While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Magic Item Savant", + "entries": [ + "At 14th level, your skill with magic items deepens more:", + "You can attune to up to five magic items at once.", + "You ignore all class, race, spell, and level requirements on attuning to or using a magic item." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Magic Item Master", + "entries": [ + "Starting at 18th level, you can attune to up to six magic items at once." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Soul of Artifice", + "entries": [ + "At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:", + "You gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0." + ] + } + ] + ], + "subclassTitle": "Artificer Specialty", + "subclasses": [ + { + "name": "Alchemist", + "subclassFeatures": [ + { + "name": "Alchemist", + "entries": [ + "\n• Tool Proficiency", + "When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.", + "\n• Alchemist Spells", + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + "\nLevel - Spell", + "3rd - healing word, ray of sickness", + "5th - flaming sphere, Melf's acid arrow", + "9th - gaseous form, mass healing word", + "13th - blight, death ward", + "17th - cloudkill, raise dead", + "\n• Experimental Elixir", + "Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.", + "Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.", + "When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.", + "You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.", + "\nd6 - Effect", + "1 - Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.", + "2 - Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.", + "3 - Resilience. The drinker gains a +1 bonus to AC for 10 minutes.", + "4 - Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.", + "5 - Flight. The drinker gains a flying speed of 10 feet for 10 minutes.", + "6 - Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Alchemical Savant", + "entries": [ + "At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1)." + ], + "level": 5 + }, + { + "type": "entries", + "name": "Restorative Reagents", + "entries": [ + "Starting at 9th level, you can incorporate restorative reagents into some of your works:", + "\n• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).", + "\n• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Chemical Mastery", + "entries": [ + "By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:", + "\n• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.", + "\n• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest." + ], + "level": 15 + } + ], + "desc": "An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace." + }, + { + "name": "Armorer", + "shortName": "Armorer", + "source": "TCE", + "desc": "An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.", + "subclassFeatures": [ + { + "name": "Armorer", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "\n• Tools of the Trade", + "You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.", + "\n• Armorer Spells", + "You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + "3rd - magic missile, thunderwave", + "5th - mirror image, shatter", + "9th - hypnotic pattern, lightning bolt", + "13th - fire shield, greater invisibilty", + "17th - passwall, wall of force", + "\n• Arcane Armor", + "Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.", + "You gain the following benefits while wearing this armor:", + "- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.", + "- You can use the arcane armor as a spellcasting focus for your artificer spells.", + "- The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.", + "- You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.", + "\n• Armor Model", + "You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.", + "Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.", + "You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.", + "\n • Guardian", + " You design your armor to be in the front line of conflict. It has the following features:", + " - Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.", + " - Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "\n • Infiltrator", + " You customize your armor for subtle undertakings. It has the following features:", + " - Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.", + " - Powered Steps. Your walking speed increases by 5 feet.", + " - Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal." + ] + }, + { + "name": "Extra Attack", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 5, + "header": 2, + "entries": [ + "You can attack twice, rather than once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Armor Modifications", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor." + ] + }, + { + "name": "Perfected Armor", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "Your Arcane Armor gains additional benefits based on its model, as shown below.", + "\n• Guardian", + "When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.", + "\n• Infiltrator", + "Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage." + ] + } + ] + }, + { + "name": "Artillerist", + "subclassFeatures": [ + { + "name": "Artillerist", + "entries": [ + "\n• Tool Proficiency", + "When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.", + "\n• Artillerist Spells", + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + "\nLevel - Spell", + "3rd - shield, thunderwave", + "5th - scroching ray, shatter", + "9th - fireball, wind wall", + "13th - ice storm, wall of fire", + "17th - cone of cold, wall of force", + "\n• Eldritch Cannon", + "At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.", + "Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.", + "The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.", + "When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.", + "\nCannon - Activation", + "Flamethrower - The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.", + "Force Ballista - Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.", + "Protector - The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1)." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Arcane Firearm", + "entries": [ + "At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.", + "You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled." + ], + "level": 5 + }, + { + "type": "entries", + "name": "Explosive Cannon", + "entries": [ + "Starting at 9th level, every eldritch cannon you create is more destructive:", + "\n• The cannon's damage rolls all increase by 1d8.", + "\n• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Fortified Position", + "entries": [ + "Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:", + "\n• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.", + "\n• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two." + ], + "level": 15 + } + ], + "source": "UAAR", + "desc": "An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.\n\nThe gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: \"It's about time we fixed things instead of blowing them all to hell.\"" + }, + { + "name": "Battle Smith", + "subclassFeatures": [ + { + "name": "Battle Smith", + "entries": [ + "\n• Tool Proficiency", + "When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.", + "\n• Battle Smith Spells", + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + "\nLevel - Spells", + "3rd - heroism, shield", + "5th - branding smite, warding bond", + "9th - aura of vitality, conjure barrage", + "13th - aura of purity, fire shield", + "17th - banishing smite, mass cure wounds", + "\nWhen you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:", + "• You gain proficiency with martial weapons.", + "• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.", + "\n• Steel Defender", + "By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.", + "In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.", + "If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.", + "At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Extra Attack", + "entries": [ + "Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn." + ], + "level": 5 + }, + { + "type": "entries", + "name": "Arcane Jolt", + "entries": [ + "At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:", + "• The target takes an extra 2d6 force damage.", + "• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.", + "You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Improved Defender", + "entries": [ + "At 15th level, your Arcane Jolt and steel defender become more powerful:", + "\n• The extra damage and the healing of your Arcane Jolt both increase to 4d6.", + "\n• Your steel defender gains a +2 bonus to Armor Class.", + "\n• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier." + ], + "level": 15 + } + ], + "desc": "Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.\n\nBattle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.", + "source": "UAAR" + } + ], + "short": "Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled.", + "URL": "https://i.imgur.com/jI1MB0t.png", + "multiclass": { + "require": { + "type": "and", + "int": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ], + "tools": [ + "thieves' tools", + "tinker's tools" + ] + } + } + } + ], + "feats": [ + { + "name": "Aberrant Dragonmark", + "source": "ERLW", + "page": 52, + "otherSources": [ + { + "source": "UAWGE", + "page": 112 + } + ], + "prerequisite": "No other dragonmark", + "ability": "Con +1", + "additionalSpells": [ + { + "ability": "con", + "innate": { + "1": { + "_": [ + { + "choose": "level=0" + } + ], + "rest": { + "1": [ + { + "choose": "level=1" + } + ] + } + } + } + } + ], + "entries": [ + "You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.", + "When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage." + ] + }, + "You also develop a random flaw from the Aberrant Dragonmark Flaws table.", + "d8 - Flaw", + "1 - Your mark is a source of constant physical pain.", + "2 - Your mark whispers to you. Its meaning can be unclear.", + "3 - When you're stressed, the mark hisses audibly.", + "4 - The skin around the mark is burned, scaly, or withered.", + "5 - Animals are uneasy around you.", + "6 - You have a mood swing any time you use your mark.", + "7 - Your looks change slightly whenever you use the mark.", + "8 - You have horrific nightmares after you use your mark.", + "• Option: Greater Aberrant Powers", + "At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.", + "If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means." + ] + }, + { + "name": "Revenant Blade", + "source": "ERLW", + "page": 22, + "otherSources": [ + { + "source": "UAWGE", + "page": 74 + } + ], + "prerequisite": "Elf", + "ability": "Choose 1 from Str, Dex +1", + "entries": [ + "You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.", + "A double-bladed scimitar has the finesse property when you wield it." + ] + } + ] + } + ], + "races": [ + { + "name": "Changeling", + "choose": true, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "size": "M", + "speed": 30, + "entries": [ + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.", + "You stay in the new form until you use an action to revert to your true form or until you die." + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "intimidation", + "persuasion" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "any": 2 + } + ], + "short": "A changeling can shift its face and form with a thought. This gift it's an invaluable tool for grifters, spies, and others who wish to deceive.", + "URL": "https://5etools.com/img/races/ERLW/Changeling.png" + }, + { + "name": "Kalashtar", + "ability": [ + { + "wis": 2, + "cha": 1 + } + ], + "size": "M", + "speed": 30, + "resist": "psychic", + "entries": [ + { + "type": "entries", + "name": "Dual Mind", + "entries": [ + "You have advantage on all Wisdom saving throws." + ] + }, + { + "type": "entries", + "name": "Mind Link", + "entries": [ + "You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", + "When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it." + ] + }, + { + "type": "entries", + "name": "Severed from Dreams", + "entries": [ + "Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep." + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "quori": true, + "any": 1 + } + ], + "short": "The kalashtar are a compound race created from the union of humanity with renegade spirits from the plane of dreams—spirits called the quori.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/ERLW/Kalashtar.png" + }, + { + "name": "Shifter", + "size": "M", + "ability": [ + {} + ], + "speed": 30, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Shifting", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.", + "Once you shift, you can't do so again until you finish a short or long rest." + ] + } + ], + "subraces": [ + { + "name": "Beasthide", + "ability": [ + { + "con": 2, + "str": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class." + ] + } + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "desc": "Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness." + }, + { + "name": "Longtooth", + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "desc": "Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators." + }, + { + "name": "Swiftstride", + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "speed": 35, + "entries": [ + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks." + ] + } + ], + "skillProficiencies": [ + { + "acrobatics": true + } + ], + "desc": "Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially." + }, + { + "name": "Wildhunt", + "ability": [ + { + "wis": 2, + "dex": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated." + ] + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "desc": "Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities." + } + ], + "short": "Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/ERLW/Shifter%20(Wildhunt).png" + }, + { + "name": "Warforged", + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "choose": true, + "size": "M", + "speed": 30, + "entries": [ + { + "type": "entries", + "name": "Constructed Resilience", + "entries": [ + "You were created to have remarkable fortitude, represented by the following benefits:", + "\n• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.", + "• You don't need to eat, drink, or breathe.", + "• You are immune to disease.", + "• You don't need to sleep, and magic can't put you to sleep." + ] + }, + { + "type": "entries", + "name": "Sentry's Rest", + "entries": [ + "When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal." + ] + }, + { + "type": "entries", + "name": "Integrated Protection", + "entries": [ + "Your body has built-in defensive layers, which can be enhanced with armor:", + "\n• You gain a +1 bonus to Armor Class.", + "• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.", + "• While you live, your armor can't be removed from your body against your will." + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "tools": [ + { + "any": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "any": 1 + } + ], + "short": "Warforged may be made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war.", + "URL": "https://5etools.com/img/races/ERLW/Warforged.png" + } + ], + "spells": [] + }, + { + "name": "Elemental Evil", + "acronym": "EE", + "backgrounds": [ + { + "name": "Caravan Specialist", + "source": "EE", + "entries": [ + "You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Animal Handling, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Vehicles (land)" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A whip, a two-person tent, a regional map, a set of traveler's clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Wagonmaster", + "type": "entry", + "entry": [ + "You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Any group is only as strong as its weakest link. Everyone has to pull their own weight. " + ], + [ + "2", + "There's always someone out there trying to take what I've got. Always be vigilant." + ], + [ + "3", + "Anything can be learned if you have the right teacher. Most folks just need a chance." + ], + [ + "4", + "Early to bed and early to rise; this much at least is under my control." + ], + [ + "5", + "You can listen to me or don't and wish you had. Everyone ends up on one side of that fence." + ], + [ + "6", + "Eventually my hard work will be rewarded. Maybe that time has finally come." + ], + [ + "7", + "A strong ox or horse is more reliable than most people I've met." + ], + [ + "8", + "I never had time for books, but wish I had. I admire folks who have taken the time to learn." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Service. Using my talents to help others is the best way of helping myself. (Good)" + ], + [ + "2", + "Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)" + ], + [ + "3", + "Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)" + ], + [ + "4", + "Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)" + ], + [ + "5", + "Focused. I simply have a job to do, and I'm going to do it. (Neutral)" + ], + [ + "6", + "Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any) " + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people." + ], + [ + "2", + "A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter." + ], + [ + "3", + "The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine." + ], + [ + "4", + "The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful." + ], + [ + "5", + "There's always a road I haven't traveled before. I'm always looking for new places to explore." + ], + [ + "6", + "Wealth and power mean little without the freedom to go where and when you want." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have trouble trusting people I've just met." + ], + [ + "2", + "I enjoy the open road. Underground and tight spaces make me very nervous." + ], + [ + "3", + "I expect others to heed my orders and have little respect or sympathy if they don't." + ], + [ + "4", + "I am very prideful and have trouble admitting when I'm wrong." + ], + [ + "5", + "Once I decide on a course of action, I do not waiver." + ], + [ + "6", + "I like to explore, and my curiosity will sometimes get me into trouble." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ] + }, + { + "name": "Earthspur Miner", + "source": "EE", + "entries": [ + "You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Survival" + }, + { + "type": "item", + "name": "Languages", + "entry": "Dwarvish and Undercommon " + }, + { + "type": "item", + "name": "Equipment", + "entry": "A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp" + } + ] + }, + { + "name": "Deep Miner", + "type": "entry", + "entry": [ + "You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Nothing bothers me for long." + ], + [ + "2", + "I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me." + ], + [ + "3", + "Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals." + ], + [ + "4", + "I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time." + ], + [ + "5", + "I'd rather be mining. This is okay; mining is better." + ], + [ + "6", + "I think that I will stumble upon great riches if I just keep looking." + ], + [ + "7", + "People who don't work with their hands and who live in houses are soft and weak." + ], + [ + "8", + "I wish I were more educated. I look up to people who are." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Generosity. The riches of the earth are to be shared by all. (Good)" + ], + [ + "2", + "Greed. Gems and precious metals, I want them all for myself. (Evil)" + ], + [ + "3", + "Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)" + ], + [ + "4", + "Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)" + ], + [ + "5", + "Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)" + ], + [ + "6", + "Materialist. I want riches to improve my life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The people of the Earthspur mines are my family. I will do anything to protect them." + ], + [ + "2", + "A deep gnome saved my life when I was injured and alone. I owe his people a great debt." + ], + [ + "3", + "I must behold and preserve the natural beauty of places below the earth." + ], + [ + "4", + "Gems hold a special fascination for me, more than gold, land, magic, or power." + ], + [ + "5", + "I want to explore new depths and scale new heights." + ], + [ + "6", + "Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground." + ], + [ + "2", + "I'm not used to being around other people much and sometimes get grouchy about it." + ], + [ + "3", + "Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger." + ], + [ + "4", + "I jealously guard my secrets, because I think others will take advantage of me if they learn what I know." + ], + [ + "5", + "I am obsessed with getting rich. I always have a scheme brewing for making it big." + ], + [ + "6", + "I'm afraid of the dark." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "dwarvish": true, + "undercommon": true + } + ] + }, + { + "name": "Harborfolk", + "source": "EE", + "entries": [ + "You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Sleight of Hand" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, vehicles (water)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Fishing tackle, dice set, playing card set, or Three-Dragon Ante set, a set of common clothes, rowboat, and a belt pouch containing 5 gp" + } + ] + }, + { + "name": "Harborfolk", + "type": "entry", + "entry": [ + "You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am curious. I want to know why things are the way they are and why people do the things that they do." + ], + [ + "2", + "I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!" + ], + [ + "3", + "I think the High Blade is doing a terrific job, don't you?" + ], + [ + "4", + "I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen." + ], + [ + "5", + "I am quite superstitious. I see portents in everyday occurrences." + ], + [ + "6", + "I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways." + ], + [ + "7", + "I have a sea story to fit every occasion." + ], + [ + "8", + "I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)" + ], + [ + "2", + "Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)" + ], + [ + "3", + "Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)" + ], + [ + "4", + "Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any)" + ], + [ + "5", + "Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good)" + ], + [ + "6", + "Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I once lost everything but my rowboat. I'll do anything to protect it." + ], + [ + "2", + "My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve." + ], + [ + "3", + "The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday." + ], + [ + "4", + "The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life." + ], + [ + "5", + "I was robbed in the Zhent ghetto once. It will not happen again." + ], + [ + "6", + "I would do anything to protect the other harborfolk. They are my family." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I drink too much, which causes me to miss the tide." + ], + [ + "2", + "I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out." + ], + [ + "3", + "I oversell myself and make promises I can't keep when I want to impress someone." + ], + [ + "4", + "Book learning is a waste of time. I have no patience for people who don't speak from experience." + ], + [ + "5", + "I almost always cheat. I can't help myself." + ], + [ + "6", + "I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "skillProficiencies": [ + { + "athletics": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (water)": true + } + ] + }, + { + "name": "Mulmaster Aristocrat", + "source": "EE", + "entries": [ + "From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artistic artisan's tools and one musical instrument" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp" + } + ] + }, + { + "name": "Highborn", + "type": "entry", + "entry": [ + "Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My ambitions are boundless. I will be a Zor or Zora one day!" + ], + [ + "2", + "I must always look my best." + ], + [ + "3", + "Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy." + ], + [ + "4", + "Decorum must be preserved at all costs." + ], + [ + "5", + "I will not admit I am wrong if I can avoid it." + ], + [ + "6", + "I am extremely well-educated and frequently remind others of that fact." + ], + [ + "7", + "I take what I can today, because I do not know what tomorrow holds." + ], + [ + "8", + "My life is full of dance, song, drink, and love." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Generous. I have a responsibility to help and protect the less fortunate. (Good)" + ], + [ + "2", + "Loyal. My word, once given, is my bond. (Lawful)" + ], + [ + "3", + "Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)" + ], + [ + "4", + "Impulsive. I follow my heart. (Chaotic)" + ], + [ + "5", + "Ignorant. Explanations bore me. (Neutral)" + ], + [ + "6", + "Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have dedicated my wealth and my talents to the service of one of the city's many temples." + ], + [ + "2", + "My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her." + ], + [ + "3", + "Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret." + ], + [ + "4", + "My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power." + ], + [ + "5", + "Wealth and power are nothing. Fulfillment can only be found in artistic expression." + ], + [ + "6", + "It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have difficulty caring about anyone or anything other than myself." + ], + [ + "2", + "Having grown up with wealth, I am careless with my finances. I overspend and am overly generous." + ], + [ + "3", + "The ends (my advancement) justify any means." + ], + [ + "4", + "I must have what I want and will brook no delay." + ], + [ + "5", + "My family has lost everything. I must keep up appearances, lest we become a laughingstock." + ], + [ + "6", + "I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. " + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "skillProficiencies": [ + { + "deception": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "artisan's tools": true, + "musical instrument": true + } + ] + }, + { + "name": "Phlan Refugee", + "source": "EE", + "entries": [ + "Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Athletics" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of Artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of artisan's tools (one of your choice), a token of the life you once knew, a set of traveler's clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Phlan Survivor", + "type": "entry", + "entry": [ + "Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past." + ], + [ + "2", + "I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding." + ], + [ + "3", + "I protect those around me, you never know when one of them will be useful." + ], + [ + "4", + "I have always gotten ahead by giving, why change now?" + ], + [ + "5", + "I prepare for everything, it paid off in Phlan and it will pay off again." + ], + [ + "6", + "I will reclaim my home, though the path may be long, I will never give up hope." + ], + [ + "7", + "I never cared for personal hygiene, and am amazed that It bothers others." + ], + [ + "8", + "I am always willing to volunteer my services, just as long as don't have to do anything." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)" + ], + [ + "2", + "Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic)" + ], + [ + "3", + "Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good)" + ], + [ + "4", + "Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any)" + ], + [ + "5", + "Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)" + ], + [ + "6", + "Openness. I am always willing to share my life story with anyone who will listen. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have the chance at a new life and this time I am going to do things right." + ], + [ + "2", + "The Lord Regent brought this suffering upon his people. I will see him brought to justice." + ], + [ + "3", + "I await the day I will be able to return to my home in Phlan." + ], + [ + "4", + "I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon." + ], + [ + "5", + "There was someone I cared about in Phlan, I will find out what happened to them." + ], + [ + "6", + "Some say my life wasn't worth saving, I will prove them wrong." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I used the lives of children to facilitate my escape from Phlan." + ], + [ + "2", + "I am a sucker for the underdog, and always bet on the loosing team." + ], + [ + "3", + "I am incapable of standing up for myself." + ], + [ + "4", + "I will borrow money from friends with no intention to repay it." + ], + [ + "5", + "I am unable to keep secrets. A secret is just an untold story." + ], + [ + "6", + "When something goes wrong, it's never my fault." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "skillProficiencies": [ + { + "insight": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ] + } + ], + "classes": [], + "feats": [], + "races": [ + { + "name": "Aarakocra", + "attacks": [ + { + "name": "Talons", + "damage": [ + 1, + 4, + 0 + ], + "type": "slashing", + "proficient": true, + "range": "5ft.", + "bonus": "dex", + "save": false + } + ], + "languageProficiencies": [ + { + "common": true, + "aarakocran": true, + "auran": true + } + ], + "size": "M", + "speed": { + "walk": 25, + "fly": 50 + }, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "short": "From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself.", + "URL": "https://5etools.com/img/races/Aarakocra.png" + }, + { + "name": "Genasi", + "entries": [ + ], + "languageProficiencies": [ + { + "common": true, + "primordial": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "con": 2 + } + ], + "subraces": [ + { + "name": "Air", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Unending Breath", + "entries": [ + "You can hold your breath indefinitely while you're not incapacitated." + ], + "type": "entries" + }, + { + "name": "Mingle with the Wind", + "entries": [ + "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell." + ], + "type": "entries" + } + ], + "desc": "As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.\n\nAir genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps." + }, + { + "name": "Earth", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "name": "Earth Walk", + "entries": [ + "You can move across difficult terrain made of earth or stone without expending extra movement." + ], + "type": "entries" + }, + { + "name": "Merge with Stone", + "entries": [ + "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell." + ], + "type": "entries" + } + ], + "desc": "As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.\n\nElemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines." + }, + { + "name": "Fire", + "ability": [ + { + "int": 1 + } + ], + "darkvision": 60, + "resist": "fire", + "entries": [ + { + "name": "Reach to the Blaze", + "entries": [ + "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.\n\nNearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone." + }, + { + "name": "Water", + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "wis": 1 + } + ], + "resist": "acid", + "entries": [ + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Call to the Wave", + "entries": [ + "You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.\n\nMost water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasis hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams." + } + ], + "short": "Genasi are individuals with ties to two worlds, yet belonging to neither. They result from exposure to a surge of elemental power.", + "URL": "https://5etools.com/img/races/Genasi.png" + }, + { + "name": "Goliath", + "entries": [ + { + "name": "Stone's Endurance", + "entries": [ + "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Mountain Born", + "entries": [ + "You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "languageProficiencies": [ + { + "common": true, + "giant": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "short": "Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak.", + "URL": "https://5etools.com/img/races/Goliath.png" + } + ], + "spells": [] + }, + { + "name": "Explorer's Guide to Wildemount", + "acronym": "EGW", + "backgrounds": [ + { + "name": "Grinner", + "source": "EGW", + "page": 200, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of musical instrument, thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes, a disguise kit, a musical instrumentof your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp" + } + ] + }, + { + "name": "Ballad of the Grinning Fool", + "type": "entry", + "entry": [ + "Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the \"Ballad of the Grinning Fool\" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.", + "This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love the spotlight. Everyone, look at me!" + ], + [ + "2", + "Give me a drink and I'm your friend." + ], + [ + "3", + "Talk to me about yourself. I'm a hell of a listener." + ], + [ + "4", + "I hate to start fights, but I love to finish them." + ], + [ + "5", + "I can't sit still." + ], + [ + "6", + "I'm always humming an old tune from my past." + ], + [ + "7", + "When I don't have a reason to smile, I'm miserable." + ], + [ + "8", + "I'm lucky like you wouldn't believe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Revolution. Tyrants must fall, no matter the cost. (Chaotic)" + ], + [ + "2", + "Compassion. The only way to make a better world is to perform small kindnesses. (Good)" + ], + [ + "3", + "Justice. A nation built upon just foundations will uphold freedom for all. (Law)" + ], + [ + "4", + "Expression. Music, joy, and laughter are the keys to freedom. (Good)" + ], + [ + "5", + "Self-Determination. People should be free to do as they please. (Chaotic)" + ], + [ + "6", + "Vigilance. A free people must be carefully taught, lest they be misled. (Neutral)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I lost someone important to an agent of the Dwendalian Empire. That regime will fall." + ], + [ + "2", + "The first people to be hurt by this war will be the common folk. I need to protect them." + ], + [ + "3", + "Music helped me through a dark time in my life. Now, I'll use music to change the world." + ], + [ + "4", + "I will be known as the greatest spy who ever lived." + ], + [ + "5", + "All life is precious to me. I know I can change the world without taking a humanoid life." + ], + [ + "6", + "The elite in their ivory towers don't understand how we suffer. I intend to show them." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I've never lied once in my life. What? No, I'm not crossing my fingers!" + ], + [ + "2", + "I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?" + ], + [ + "3", + "Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind." + ], + [ + "4", + "I can't focus on my mission. I just want to carouse and sing and play!" + ], + [ + "5", + "Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?" + ], + [ + "6", + "I can't afford to trust anyone. Not. Anyone." + ] + ] + } + ] + } + ], + "entries": [ + "The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.", + "You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed." + ], + "skillProficiencies": [ + { + "deception": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes", + "disguise kit", + { + "equipmentType": "instrumentMusical" + }, + { + "special": "gold-plated ring depicting a smiling face" + }, + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Volstrucker Agent", + "source": "EGW", + "page": 202, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Poisoner's kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Shadow Network", + "type": "entry", + "entry": [ + "You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.", + "The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I prefer to keep my thoughts to myself." + ], + [ + "2", + "I indulge vice in excess to quiet my conscience." + ], + [ + "3", + "I've left emotion behind me. I'm now perfectly placid." + ], + [ + "4", + "Some event from the past keeps worming its way into my mind, making me restless." + ], + [ + "5", + "I always keep my word—except when I'm commanded to break it." + ], + [ + "6", + "I laugh off insults and never take them personally." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Order. The will of the crown is absolute. (Law)" + ], + [ + "2", + "True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law)" + ], + [ + "3", + "Death. The penalty for disloyalty is death. (Evil)" + ], + [ + "4", + "Determination. I cannot fail. Not ever. (Neutral)" + ], + [ + "5", + "Fear. People should not respect power. They should fear it. (Evil)" + ], + [ + "6", + "Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d4", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The job is all that matters. I will see it through." + ], + [ + "2", + "My orders are important, but my comrades are worth more than anything. I would die for them." + ], + [ + "3", + "Everything I've done, I've done to protect someone close to me." + ], + [ + "4", + "If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d4", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I drink to dull the pain in the back of my head." + ], + [ + "2", + "I go a bit mad when I see blood." + ], + [ + "3", + "I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts." + ], + [ + "4", + "Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am." + ] + ] + } + ] + } + ], + "entries": [ + "The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as \"scourgers\" by residents of large Dwendalian cities such as Zadash and Rexxentrum.", + "You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly." + ], + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "common clothes", + { + "special": "black cloak with a hood" + }, + "poisoner's kit", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classes": [], + "feats": [], + "races": [], + "spells": [] + }, + { + "name": "Fizban's Treasury of Dragons", + "acronym": "FTD", + "backgrounds": [], + "classes": [], + "feats": [ + { + "name": "Gift of the Chromatic Dragon", + "source": "FTD", + "page": 17, + "entries": [ + "You've manifested some of the power of chromatic dragons, granting you the following benefits:", + "\n• Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.", + "\n• Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Gift of the Gem Dragon", + "source": "FTD", + "page": 17, + "ability": "Choose Int, Wis or Cha +1", + "entries": [ + "You've manifested some of the power of gem dragons, granting you the following benefits:", + "Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Gift of the Metallic Dragon", + "source": "FTD", + "page": 17, + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "cure wounds" + ] + } + } + } + } + ], + "entries": [ + "You've manifested some of the power of metallic dragons, granting you the following benefits:", + "\n• Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).", + "\n• Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "races": [], + "spells": [ + { + "name": "Ashardalon's Stride", + "source": "FTD", + "page": 19, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.", + "When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Draconic Transformation", + "source": "FTD", + "page": 19, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of a dragon, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:", + "\n• Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.", + "\n• Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.", + "\n• Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Fizban's Platinum Shield", + "source": "FTD", + "page": 20, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a platinum-plated dragon scale, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:", + "\n• Cover. The creature has half cover.", + "\n• Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.", + "\n• Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fail. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field." + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Nathair's Mischief", + "source": "FTD", + "page": 20, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a piece of crust from an apple pie" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.", + { + "type": "table", + "caption": "Mischievous Surge", + "colLabels": [ + "d4", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn." + ], + [ + "2", + "Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces." + ], + [ + "3", + "Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction." + ], + [ + "4", + "Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn." + ] + ] + } + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Raulothim's Psychic Lance", + "source": "FTD", + "page": 21, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.", + "The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Rime's Binding Ice", + "source": "FTD", + "page": 21, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a vial of meltwater" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Summon Draconic Spirit", + "source": "FTD", + "page": 21, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an object with the image of a dragon engraved on it, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "conditionInflict": [ + "charmed", + "frightened", + "poisoned" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + } + ] + }, + { + "name": "Ghosts of Saltmarsh", + "acronym": "GoS", + "backgrounds": [ + { + "name": "Fisher", + "source": "GoS", + "page": 29, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Survival" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Harvest the Water", + "entry": [ + "You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.", + { + "type": "table", + "caption": "Fisher Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I am unmoved by the wrath of nature." + ], + [ + "2", + "My friends are my crew; we sink or float together." + ], + [ + "3", + "I need long stretches of quiet to clear my head." + ], + [ + "4", + "Rich folk don't know the satisfaction of hard work." + ], + [ + "5", + "I laugh heartily, feel deeply, and fear nothing." + ], + [ + "6", + "I work hard; nature offers no handouts." + ], + [ + "7", + "I dislike bargaining; state your price and mean it." + ], + [ + "8", + "Luck favors me, and I take risks others might not." + ] + ] + }, + { + "type": "table", + "caption": "Fisher Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Camaraderie. Good people make even the longest voyage bearable. (Good)" + ], + [ + "2", + "Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)" + ], + [ + "3", + "Daring. The richest bounty goes to those who risk everything. (Chaotic)" + ], + [ + "4", + "Plunder. Take all that you can and leave nothing for the scavengers. (Evil)" + ], + [ + "5", + "Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)" + ], + [ + "6", + "Hard Work. No wave can move a soul hard at work. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Fisher Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I lost something important in the deep sea, and I intend to find it." + ], + [ + "2", + "Someone else's greed destroyed my livelihood, and I will be compensated." + ], + [ + "3", + "I will fish the many famous waters of this land." + ], + [ + "4", + "The gods saved me during a terrible storm, and I will honor their gift." + ], + [ + "5", + "My destiny awaits me at the bottom of a particular pond in the Feywild." + ], + [ + "6", + "I must repay my village's debt." + ] + ] + }, + { + "type": "table", + "caption": "Fisher Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I am judgmental, especially of those I deem homebodies or otherwise lazy." + ], + [ + "2", + "I become depressed and anxious if I'm away from the sea too long." + ], + [ + "3", + "I have lived a hard life and find it difficult to empathize with others." + ], + [ + "4", + "I am inclined to tell long-winded stories at inopportune times." + ], + [ + "5", + "I work hard, but I play harder." + ], + [ + "6", + "I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits." + ] + ] + } + ] + } + ], + "entries": [ + "You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon." + ], + "skillProficiencies": [ + { + "history": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "fishing tackle", + "net", + "traveler's clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "favorite fishing lure" + } + ], + "b": [ + { + "special": "oiled leather wading boots" + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Marine", + "source": "GoS", + "page": 31, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Vehicles (water, land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Steady", + "entry": [ + "You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see \"Travel Pace\" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.", + { + "type": "table", + "caption": "Marine Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I speak rarely but mean every word I say." + ], + [ + "2", + "I laugh loudly and see the humor in stressful situations." + ], + [ + "3", + "I prefer to solve problems without violence, but I finish fights decisively." + ], + [ + "4", + "I enjoy being out in nature; poor weather never sours my mood." + ], + [ + "5", + "I am dependable." + ], + [ + "6", + "I am always working on some project or other." + ], + [ + "7", + "I become cantankerous and quiet in the rain." + ], + [ + "8", + "When the sea is within my sight, my mood is jovial and optimistic." + ] + ] + }, + { + "type": "table", + "caption": "Marine Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Teamwork. Success depends on cooperation and communication. (Good)" + ], + [ + "2", + "Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)" + ], + [ + "3", + "Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)" + ], + [ + "4", + "Might. The strong train so that they might rule those who are weak. (Evil)" + ], + [ + "5", + "Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)" + ], + [ + "6", + "Perseverance. No injury or obstacle can turn me from my goal. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Marine Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I face danger and evil to offset an unredeemable act in my past." + ], + [ + "2", + "I. Will. Finish. The. Job." + ], + [ + "3", + "I must set an example of hope for those who have given up." + ], + [ + "4", + "I'm searching for a fellow marine captured by an elusive enemy." + ], + [ + "5", + "Fear leads to tyranny, and both must be eradicated." + ], + [ + "6", + "My commander betrayed my unit, and I will have revenge." + ] + ] + }, + { + "type": "table", + "caption": "Marine Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I grow combative and unpredictable when I drink." + ], + [ + "2", + "I find civilian life difficult and struggle to say the right thing in social situations." + ], + [ + "3", + "My intensity can drive others away." + ], + [ + "4", + "I hold grudges and have difficulty forgiving others." + ], + [ + "5", + "I become irrational when innocent people are hurt." + ], + [ + "6", + "I sometimes stay up all night listening to the ghosts of my fallen enemies." + ] + ] + } + ] + } + ], + "entries": [ + "You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry." + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "dagger", + "displayName": "dagger that belonged to a fallen comrade" + }, + { + "special": "folded flag emblazoned with the symbol of your ship or company" + }, + "traveler's clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Shipwright", + "source": "GoS", + "page": 33, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Carpenter's tools, Vehicles (water)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of well-loved carpenter's tools, a blank book, Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp" + } + ] + }, + { + "type": "entry", + "name": "I'll Patch It!", + "entry": [ + "Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.", + { + "type": "table", + "caption": "Shipwright Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love talking and being heard more than I like to listen." + ], + [ + "2", + "I'm extremely fond of puzzles." + ], + [ + "3", + "I thrive under pressure." + ], + [ + "4", + "I love sketching and designing objects, especially boats." + ], + [ + "5", + "I'm not afraid of hard work—in fact, I prefer it." + ], + [ + "6", + "A pipe, an ale, and the smell of the sea: paradise." + ], + [ + "7", + "I have an endless supply of cautionary tales related to the sea." + ], + [ + "8", + "I don't mind getting my hands dirty." + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Crew. If everyone on deck pitches in, we'll never sink. (Good)" + ], + [ + "2", + "Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)" + ], + [ + "3", + "Invention. Make what you need out of whatever is at hand. (Chaotic)" + ], + [ + "4", + "Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)" + ], + [ + "5", + "Reflection. Muddied water always clears in time. (Any)" + ], + [ + "6", + "Hope. The horizon at sea holds the greatest promise. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I must visit all the oceans of the world and behold the ships that sail there." + ], + [ + "2", + "Much of the treasure I claim will be used to enrich my community." + ], + [ + "3", + "I must find a kind of wood rumored to possess magical qualities." + ], + [ + "4", + "I repair broken things to redeem what's broken in myself." + ], + [ + "5", + "I will craft a boat capable of sailing through the most dangerous of storms." + ], + [ + "6", + "A kraken destroyed my masterpiece; its teeth shall adorn my hearth." + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I don't know when to throw something away. You never know when it might be useful again." + ], + [ + "2", + "I get frustrated to the point of distraction by shoddy craftsmanship." + ], + [ + "3", + "Though I am an excellent crafter, my work tends to look as though it belongs on a ship." + ], + [ + "4", + "I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping." + ], + [ + "5", + "I'm judgmental of those who are not skilled with tools of some kind." + ], + [ + "6", + "I sometimes take things that don't belong to me, especially if they are very well made." + ] + ] + } + ] + } + ], + "entries": [ + "You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it." + ], + "skillProficiencies": [ + { + "history": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "carpenter's tools": true, + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "carpenter's tools", + "displayName": "set of well-loved carpenter's tools" + }, + { + "item": "book", + "displayName": "blank book" + }, + "ink (1-ounce bottle)", + "ink pen", + "traveler's clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Smuggler", + "source": "GoS", + "page": 34, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Deception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Vehicles (water)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Down Low", + "entry": [ + "You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.", + { + "type": "table", + "caption": "Smuggler Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love being on the water but hate fishing." + ], + [ + "2", + "I think of everything in terms of monetary value." + ], + [ + "3", + "I never stop smiling." + ], + [ + "4", + "Nothing rattles me; I have a lie for every occasion." + ], + [ + "5", + "I love gold but won't cheat a friend." + ], + [ + "6", + "I enjoy doing things others believe to be impossible." + ], + [ + "7", + "I become wistful when I see the sun rise over the ocean." + ], + [ + "8", + "I am no common criminal; I am a mastermind." + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Wealth Heaps of coins in a secure vault is all I dream of. (Any)" + ], + [ + "2", + "Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)" + ], + [ + "3", + "All for a Coin I'll do nearly anything if it means I turn a profit. (Evil)" + ], + [ + "4", + "Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good)" + ], + [ + "5", + "People For all my many lies, I place a high value on friendship. (Any)" + ], + [ + "6", + "Daring I am most happy when risking everything. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My vessel was stolen from me, and I burn with the desire to recover it." + ], + [ + "2", + "I intend to become the leader of the network of smugglers that I belong to." + ], + [ + "3", + "I owe a debt that cannot be repaid in gold." + ], + [ + "4", + "After one last job, I will retire from the business." + ], + [ + "5", + "I was tricked by a fellow smuggler who stole something precious from me. I will find that thief." + ], + [ + "6", + "I give most of my profits to a charitable cause, and I don't like to brag about it." + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Lying is reflexive, and I sometimes engage in it without realizing." + ], + [ + "2", + "I tend to assess my relationships in terms of profit and loss." + ], + [ + "3", + "I believe everyone has a price and am cynical toward those who present themselves as virtuous." + ], + [ + "4", + "I struggle to trust the words of others." + ], + [ + "5", + "Few people know the real me." + ], + [ + "6", + "Though I act charming, I feel nothing for others and don't know what friendship is." + ] + ] + } + ] + } + ], + "entries": [ + "On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river." + ], + "skillProficiencies": [ + { + "athletics": true, + "deception": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "special": "fancy leather vest" + } + ], + "b": [ + { + "special": "pair of leather boots" + } + ] + }, + { + "_": [ + "common clothes", + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [], + "feats": [], + "races": [], + "spells": [] + }, + { + "name": "Guildmaster's Guide to Ravnica", + "acronym": "GGR", + "backgrounds": [ + { + "name": "Azorius Functionary", + "source": "GGR", + "entries": [ + "The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order - as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Intimidation" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Legal Authority", + "entry": [ + "You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I try never to let my judgment become clouded by emotion." + ], + [ + "2", + "I have infinite patience with the dolts and boors I'm forced to deal with every day." + ], + [ + "3", + "When I give an order, I expect it to be obeyed." + ], + [ + "4", + "I just want things the way I like them: neat, orderly, and clean." + ], + [ + "5", + "No wrongdoing can escape my watchful gaze." + ], + [ + "6", + "I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey." + ], + [ + "7", + "I'm very literal and don't appreciate metaphor or sarcasm." + ], + [ + "8", + "I never change my mind once it's made up." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful)" + ], + [ + "3", + "Peace. The ultimate object of the law is to remove violence from society. (Good)" + ], + [ + "4", + "Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful)" + ], + [ + "5", + "Legislation. The law embodies excellence in its precision and detail. (Lawful)" + ], + [ + "6", + "Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate." + ], + [ + "2", + "I hope one day to write the laws, not just enforce them." + ], + [ + "3", + "I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator." + ], + [ + "4", + "I successfully prevented a murder, and the would-be perpetrator wants me dead." + ], + [ + "5", + "One of my parents was prominent in the guild, and I resent constantly being compared to that standard." + ], + [ + "6", + "I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm unable to distinguish between the letter and the spirit of the law." + ], + [ + "2", + "I seem like a harsh judge to others, but I judge myself most harshly of all." + ], + [ + "3", + "I have a secret, illegal vice." + ], + [ + "4", + "I was traumatized by witnessing a crime as a child." + ], + [ + "5", + "I'm incapable of deception." + ], + [ + "6", + "I wish I had joined the Boros, but I fear they'd never accept me." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Boros Legionnaire", + "source": "GGR", + "entries": [ + "As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Intimidation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Cartographer's tools or navigator's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one of Celestial, Draconic, Goblin, or Minotaur" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Legion Station", + "entry": [ + "You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I approach every task with the same high degree of military precision." + ], + [ + "2", + "I am always the first into the fray." + ], + [ + "3", + "I bear any injury or indignity with stoic discipline." + ], + [ + "4", + "My righteous wrath is easily inflamed by the slightest iniquity." + ], + [ + "5", + "My honor is more important to me than my life." + ], + [ + "6", + "Dangerous work is best accomplished by an orderly group working with common purpose." + ], + [ + "7", + "I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels." + ], + [ + "8", + "I pace when standing and fidget incessantly when forced to sit." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)" + ], + [ + "3", + "Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good)" + ], + [ + "4", + "Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)" + ], + [ + "5", + "Order. Society functions only if people do their duty and respect the chain of command. (Lawful)" + ], + [ + "6", + "Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I would lay down my life for Aurelia and the angels." + ], + [ + "2", + "I owe my life to the Boros captain who took me in when I was living on the streets." + ], + [ + "3", + "My fellow legionnaires are my family." + ], + [ + "4", + "I wield the same Boros weapon my grandparent did, for the honor of our family." + ], + [ + "5", + "I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds." + ], + [ + "6", + "I do what I can to help out the spouse of a comrade who died in battle." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I act bravely when I'm in a group, but I'm a coward when I'm alone." + ], + [ + "2", + "I see everything in clear-cut black and white." + ], + [ + "3", + "I'm just a little fascinated by the ways of the Gruul." + ], + [ + "4", + "I trust the chain of command more than anything - more even than my closest friends." + ], + [ + "5", + "I'm slow to trust members of other guilds." + ], + [ + "6", + "I've been known to turn a blind eye to injustice, with the help of a modest bribe." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "celestial", + "draconic", + "goblin" + ] + } + } + ] + }, + { + "name": "Dimir Operative", + "source": "GGR", + "entries": [ + "You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear.", + "As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild" + } + ] + }, + { + "type": "entry", + "name": "False Identity", + "entry": [ + "You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.", + "Whenever you choose, you can drop this identity and blend into the guildless masses of the city.", + "Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.", + "\nd8 - Reason for Infiltration", + "1 - My parents belong to this guild, and I let them think I'm following in their footsteps.", + "2 - I've been assigned to track this guild's activities.", + "3 - I've been assigned to get close to an individual in this guild and learn their secrets.", + "4 - I've been assigned to recruit a new Dimir spy from the ranks of this guild.", + "5 - I was a member of this guild before the Dimir recruited me.", + "6 - I don't like what this guild stands for and want to destroy it from within.", + "7 - I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir.", + "8 - I chose this guild at random or on a lark." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm good at hiding my true thoughts and feelings." + ], + [ + "2", + "When I'm in doubt about revealing something, I assume it's a secret, and I don't share it." + ], + [ + "3", + "I like to sound mysterious, because wisdom hidden grows deeper with time." + ], + [ + "4", + "I have no patience with people who get in my way." + ], + [ + "5", + "I love hearing about other people's nightmares." + ], + [ + "6", + "Combat is meant to be quick, clean, and one-sided." + ], + [ + "7", + "I like to stick to the shadows." + ], + [ + "8", + "I never show my anger. I just plot my revenge." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My true guild is all that really matters. (Any)" + ], + [ + "2", + "Control. I like pulling the strings. (Lawful)" + ], + [ + "3", + "Secrets. I collect secrets and never reveal them. (Any)" + ], + [ + "4", + "Knowledge. I want to know as much as I can about this city and how it works. (Any)" + ], + [ + "5", + "Independence. I value the freedom to pursue my own goals without interference. (Chaotic)" + ], + [ + "6", + "Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I discovered a secret I can't let anyone else uncover - including my guild superiors." + ], + [ + "2", + "I formed a close friendship or romance with someone in the guild I'm infiltrating." + ], + [ + "3", + "The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful." + ], + [ + "4", + "I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets!" + ], + [ + "5", + "I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster." + ], + [ + "6", + "Someone has discovered my true identity." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I like secrets so much that I'm reluctant to share details of a plan even with those who need to know." + ], + [ + "2", + "I would let my friends die rather than reveal my true identity." + ], + [ + "3", + "I have trouble trusting anyone but myself." + ], + [ + "4", + "I have a particular vice that puts all my secrets at risk if I'm not careful." + ], + [ + "5", + "I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic." + ], + [ + "6", + "I put too much trust in the people who give me orders." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ] + }, + { + "name": "Golgari Agent", + "source": "GGR", + "entries": [ + "You are a member of a teeming horde - one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Nature, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Poisoner's kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one of Elvish, Giant, or Kraul" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins" + } + ] + }, + { + "type": "entry", + "name": "Undercity Paths", + "entry": [ + "You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Remember, I could kill you in your sleep. Or put centipedes in your bedroll." + ], + [ + "2", + "I like to remind people of their inevitable demise." + ], + [ + "3", + "Sometimes I give voice to the whispers of the rot, which I hear but no one else does." + ], + [ + "4", + "I do my best to discourage anyone from approaching or talking to me." + ], + [ + "5", + "I have accepted my death. Hence, I don't fear it." + ], + [ + "6", + "Like roots growing through stone, I am relentless and determined in my action." + ], + [ + "7", + "I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail." + ], + [ + "8", + "Like a wild animal, I lash out viciously when I'm provoked - and I'm easily provoked." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)" + ], + [ + "3", + "Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)" + ], + [ + "4", + "Interdependence. We are all part of nature's web. (Lawful)" + ], + [ + "5", + "Ambition. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)" + ], + [ + "6", + "Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I cherish the finger of a family member who was petrified by a medusa." + ], + [ + "2", + "I have an identical twin who is as different from me as any person could be." + ], + [ + "3", + "I want to lead one faction of the guild to a new position of dominance." + ], + [ + "4", + "I love spending time in the moss-covered building where I took part in my first reclamation mission." + ], + [ + "5", + "I found something in the sewer that must never come to light." + ], + [ + "6", + "I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Death comes for us all, so you can't expect me to take care of someone who can't fight it off." + ], + [ + "2", + "I assume that anyone outside the Golgari looks down on me." + ], + [ + "3", + "I feel a need for revenge against those who enjoy the privilege of living above ground." + ], + [ + "4", + "I don't bother to couch my opinions in flattering words." + ], + [ + "5", + "I can't help but pocket any trinket or coin I come across, no matter how worthless." + ], + [ + "6", + "I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "elvish", + "giant" + ] + } + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ] + }, + { + "name": "Gruul Anarch", + "source": "GGR", + "entries": [ + "The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist - the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways - attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Animal Handling, Athletics" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Herbalism kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one of Draconic, Giant, Goblin, or Sylvan" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Rubblebelt Refuge", + "entry": [ + "You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Unlike people, the beasts of the wild are friends who won't stab me in the back." + ], + [ + "2", + "Go ahead and insult me - I dare you." + ], + [ + "3", + "I scorn those who can't survive away from the comforts of the city." + ], + [ + "4", + "Don't tell me I'm not allowed to do something." + ], + [ + "5", + "Laws are for people who are afraid to face their inner beasts." + ], + [ + "6", + "I smear the blood of my enemies over my skin." + ], + [ + "7", + "I was, in fact, raised by maaka." + ], + [ + "8", + "HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]" + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Clan. My clan is all that really matters. (Any)" + ], + [ + "2", + "Anarchy. No person or law or custom can tell another what to do. (Chaotic)" + ], + [ + "3", + "Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral)" + ], + [ + "4", + "Might. The strongest are meant to dominate the weak. (Evil)" + ], + [ + "5", + "Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)" + ], + [ + "6", + "Tradition. The Old Ways must be preserved and upheld. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am determined that one day I will lead my clan - or a new one." + ], + [ + "2", + "I would give my life for my clan chieftain." + ], + [ + "3", + "The chieftain of another clan has a grudge against me." + ], + [ + "4", + "I am devoted to a sacred site in the midst of the rubblebelt." + ], + [ + "5", + "My weapon is made from the first raktusk I ever hunted." + ], + [ + "6", + "GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.]" + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "If you question my courage, I will never back down." + ], + [ + "2", + "HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]" + ], + [ + "3", + "I'm as stubborn as a batterboar." + ], + [ + "4", + "I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it." + ], + [ + "5", + "I'm easily manipulated by people I find attractive." + ], + [ + "6", + "I'm not actually all that angry." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "draconic", + "giant", + "goblin", + "sylvan" + ] + } + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Izzet Engineer", + "source": "GGR", + "entries": [ + "Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Arcana, Investigation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one of Draconic, Goblin, or Vedalken" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Urban Infrastructure", + "entry": [ + "The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture - primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.", + "You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have a hard time staying focused on ... oh, and my brain tends to jump from one ... did I mention focus?" + ], + [ + "2", + "I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!" + ], + [ + "3", + "It's not magic - or anything, really - if you do it only halfway. Whatever I do, I give it all I've got." + ], + [ + "4", + "I do what my gut tells me." + ], + [ + "5", + "Life's an experiment, and I can't wait to see what happens." + ], + [ + "6", + "I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension." + ], + [ + "7", + "Great ideas are fine, but great results are what counts." + ], + [ + "8", + "If you can guess what I'm about to do, that means I've run out of imagination." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)" + ], + [ + "3", + "Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)" + ], + [ + "4", + "Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)" + ], + [ + "5", + "Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)" + ], + [ + "6", + "Power. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have dedicated my life to finding a solution to a scientific problem." + ], + [ + "2", + "I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me." + ], + [ + "3", + "I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it." + ], + [ + "4", + "I have the schematics for an invention that I hope to build one day, once I have the necessary resources." + ], + [ + "5", + "A fellow student and I are racing to solve the same scientific puzzle." + ], + [ + "6", + "I would do anything the guildmaster told me to do." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it." + ], + [ + "2", + "I get bored easily, and if nothing is happening I'll make something happen." + ], + [ + "3", + "Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated." + ], + [ + "4", + "I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety." + ], + [ + "5", + "I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect." + ], + [ + "6", + "I'm incapable of admitting a flaw in my logic." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "arcana": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "draconic", + "goblin" + ] + } + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ] + }, + { + "name": "Orzhov Representative", + "source": "GGR", + "entries": [ + "The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov - and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position.", + "Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Intimidation, Religion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin)" + } + ] + }, + { + "type": "entry", + "name": "Leverage", + "entry": [ + "You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am always willing to act in accordance with the financial incentive offered." + ], + [ + "2", + "Debts are never meant to be forgiven." + ], + [ + "3", + "I am accustomed to enjoying the finest pleasures money can buy." + ], + [ + "4", + "No one could doubt that I am a cut above the masses of pitiful peasants that infest the city." + ], + [ + "5", + "I can't stand to spend a zib more than necessary to purchase what I need." + ], + [ + "6", + "I hate it when people try to make light of a serious situation." + ], + [ + "7", + "I want to make sure everyone is aware of how wealthy, powerful, and important I am." + ], + [ + "8", + "I can't think of anything to look forward to." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil)" + ], + [ + "3", + "Power. One day, I will be the one giving orders. (Evil)" + ], + [ + "4", + "Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil)" + ], + [ + "5", + "Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful)" + ], + [ + "6", + "Eternity. I want to live forever - in the flesh as long as possible, and as a spirit afterward. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "The unbearable weight of my debt has driven me to desperation." + ], + [ + "2", + "I'm duty-bound to obey the dictates of an ancestor on the Ghost Council." + ], + [ + "3", + "I value my worldly goods more highly than my mortal life." + ], + [ + "4", + "An oligarch publicly humiliated me, and I will exact revenge on that whole family." + ], + [ + "5", + "My faith in the Obzedat never wavers." + ], + [ + "6", + "I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I hold a scandalous secret that could ruin my family forever - but could also earn me the favor of the Ghost Council." + ], + [ + "2", + "I'm convinced that everyone I know is plotting against me." + ], + [ + "3", + "I'll brave any risk if the monetary reward is great enough." + ], + [ + "4", + "I am convinced that I am far more important than anyone else is willing to acknowledge." + ], + [ + "5", + "I have little respect for anyone who isn't wealthy." + ], + [ + "6", + "I'll take any opportunity to steal from wealthier people, even for worthless trinkets." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Rakdos Cultist", + "source": "GGR", + "entries": [ + "You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets - this is what you live for.", + "You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Acrobatics, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of musical instrument" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose either Abyssal or Giant" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Rakdos insignia, a musical instrument (one of your choice), a costume, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torches, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice" + } + ] + }, + { + "type": "entry", + "name": "Fearsome Reputation", + "entry": [ + "People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius." + ] + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I revel in mayhem, the more destructive the better." + ], + [ + "2", + "When violence breaks out, I lose myself in rage, and it's sometimes hard to stop." + ], + [ + "3", + "Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee." + ], + [ + "4", + "I derive genuine pleasure from the pain of others." + ], + [ + "5", + "I enjoy testing other people's patience." + ], + [ + "6", + "I can't stand it when things are predictable, so I like to add a little chaos to every situation." + ], + [ + "7", + "I throw my weight around to make sure I get my way." + ], + [ + "8", + "I enjoy breaking delicate works of art. And fingers, which are sort of the same." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral)" + ], + [ + "3", + "Creativity. I strive to find more ways to express my art through pain - my own as well as others'. (Chaotic)" + ], + [ + "4", + "Freedom. No one tells me what to do. (Chaotic)" + ], + [ + "5", + "Equality. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic)" + ], + [ + "6", + "Spectacle. People are inspired by the greatness they see in art. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have belonged to the same performance troupe for years, and these people mean everything to me." + ], + [ + "2", + "A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is." + ], + [ + "3", + "I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence." + ], + [ + "4", + "I own something that Rakdos once touched (it's seared black at the spot), and I cherish it." + ], + [ + "5", + "I want to be better at my chosen form of performance than any other member of my troupe." + ], + [ + "6", + "I am devoted to Rakdos and live to impress him." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them." + ], + [ + "2", + "I couldn't hide my emotions and opinions even if I wanted to." + ], + [ + "3", + "I throw caution to the wind." + ], + [ + "4", + "I resent the rich and powerful." + ], + [ + "5", + "When I'm angry, I lash out in violence." + ], + [ + "6", + "There's no such thing as too much pleasure." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "abyssal", + "giant" + ] + } + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ] + }, + { + "name": "Selesnya Initiate", + "source": "GGR", + "entries": [ + "You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds - with military force if necessary." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Nature, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools or one musical instrument" + }, + { + "type": "item", + "name": "Languages", + "entry": "Choose one of Elvish, Loxodon, or Sylvan" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Conclave's Shelter", + "entry": [ + "As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.", + "In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Most members of the Selesnya Conclave are true believers - the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful - unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I never raise my voice or lose my temper." + ], + [ + "2", + "I feel the pains and joys of everyone around me, friend or foe." + ], + [ + "3", + "I would rather make a friend than thwart an enemy." + ], + [ + "4", + "I'm always straining to peer into another reality that seems to be just beyond my senses." + ], + [ + "5", + "I'm uneasy if I can't see plants growing or feel soil beneath my feet." + ], + [ + "6", + "Seeing illness or injury in any creature saddens me." + ], + [ + "7", + "I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life." + ], + [ + "8", + "Nature offers rich and abundant metaphors for understanding the complexities of life." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Harmony. Nothing is more beautiful than voices and actions aligned in common purpose. (Good)" + ], + [ + "3", + "Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)" + ], + [ + "4", + "Life. Preserving life and nature is always a worthwhile endeavor. (Good)" + ], + [ + "5", + "Humility. Ambition and pride are the roots of strife. (Good)" + ], + [ + "6", + "Evangelism. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya." + ], + [ + "2", + "I love beasts and plants of all kinds, and am loath to harm them." + ], + [ + "3", + "A healer nursed me to recovery from a mortal illness." + ], + [ + "4", + "I'll sing the invitation of Mat'Selesnya with my dying breath." + ], + [ + "5", + "I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree." + ], + [ + "6", + "Every member of the conclave is my kin, and I would fight for any one of them." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm terrified of getting into a fight where my side is outnumbered." + ], + [ + "2", + "I assume that people mean well until they prove otherwise." + ], + [ + "3", + "I enjoy comfort and quiet, and prefer to avoid extra effort." + ], + [ + "4", + "I have a fierce temper that doesn't reflect the inner calm I seek." + ], + [ + "5", + "I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do." + ], + [ + "6", + "I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "elvish", + "sylvan" + ] + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "artisan's tools", + "musical instrument" + ] + } + } + ] + }, + { + "name": "Simic Scientist", + "source": "GGR", + "entries": [ + "Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance - but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Arcana, Medicine" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A Simic insignia, a set of commoner's clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entry", + "name": "Researcher", + "entry": [ + "When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.", + "Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research - including their creation of new life forms, which they can become very attached to.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I can't wait to see what I become next!" + ], + [ + "2", + "I am convinced that everything inclines toward constant improvement." + ], + [ + "3", + "I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest." + ], + [ + "4", + "I assume that everyone needs even the most basic concepts explained to them." + ], + [ + "5", + "I describe everything that happens as if it were going into my research notes (and it often is)." + ], + [ + "6", + "I am insatiably curious about the seemingly infinite forms and adaptations of life." + ], + [ + "7", + "I can't resist prying into anything forbidden, since it must be terribly interesting." + ], + [ + "8", + "I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Guild. My guild is all that really matters. (Any)" + ], + [ + "2", + "Change. All life is meant to progress toward perfection, and our work is to hurry it along - no matter what must be upended along the way. (Chaotic)" + ], + [ + "3", + "Knowledge. Understanding the world is more important than what you do with your knowledge. (Neutral)" + ], + [ + "4", + "Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good)" + ], + [ + "5", + "Logic. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful)" + ], + [ + "6", + "Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I helped create a krasis that I love like a pet and would carry with me everywhere ... except it's the size of a building, and it might eat me." + ], + [ + "2", + "In my laboratory, I discovered something that I think could eliminate half the life on Ravnica." + ], + [ + "3", + "The other researchers in my clade are my family - a big, eccentric family including members and parts of many species." + ], + [ + "4", + "The laboratory where I did my research contains everything that is precious to me." + ], + [ + "5", + "I will get revenge on the shortsighted fool who killed my precious krasis creation." + ], + [ + "6", + "Everything I do is an attempt to impress someone I love." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-align-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have a rather embarrassing mutation that I do everything I can to keep hidden." + ], + [ + "2", + "I'm more interested in taking notes on monstrous anatomy than in fighting monsters." + ], + [ + "3", + "Every social situation I'm in seems to lead to my asking rude personal questions." + ], + [ + "4", + "I'm supremely confident in my ability to adapt to any situation and handle any danger." + ], + [ + "5", + "I'll take any risk to earn recognition for my scientific brilliance." + ], + [ + "6", + "I have a tendency to take shortcuts in my research and any other tasks I have to complete." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "arcana": true, + "medicine": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + } + ], + "classes": [], + "feats": [], + "races": [ + { + "name": "Centaur", + "size": "M", + "type": "Fey", + "speed": 40, + "ability": [ + { + "str": 2, + "wis": 1 + } + ], + "attacks": [ + { + "name": "Hooves", + "damage": [ + 1, + 4, + 0 + ], + "bonus": "str", + "type": "bludgeoning", + "range": "5ft.", + "save": false, + "proficient": true + } + ], + "entries": [ + { + "name": "Charge", + "entries": [ + "If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Equine Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push or drag.", + "In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot." + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "medicine", + "nature", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "sylvan": true + } + ], + "short": "The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers.", + "URL": "https://5etools.com/img/races/Centaur.png" + }, + { + "name": "Loxodon", + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "size": "M", + "speed": 30, + "ac": { + "value": 12, + "bonus": "con" + }, + "entries": [ + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Loxodon Serenity", + "entries": [ + "You have advantage on saving throws against being charmed or frightened." + ] + }, + { + "type": "entries", + "name": "Trunk", + "entries": [ + "You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.", + "Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell." + ] + }, + { + "type": "entries", + "name": "Keen Smell", + "entries": [ + "Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell." + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "loxodon": true + } + ], + "short": "The humanoid elephants called loxodons are often oases of calm in the streets. They hum or chant in sonorous tones and move slowly or sit in perfect stillness.", + "URL": "https://5etools.com/img/races/Loxodon.png" + }, + { + "name": "Minotaur", + "size": "M", + "speed": 30, + "attacks": [ + { + "name": "Horns", + "damage": [ + 1, + 6, + 0 + ], + "bonus": "str", + "type": "bludgeoning", + "save": false, + "proficient": true, + "range": "5ft." + } + ], + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "entries": [ + { + "name": "Goring Rush", + "entries": [ + "Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action." + ], + "type": "entries" + }, + { + "name": "Hammering Horns", + "entries": [ + "Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "intimidation", + "persuasion" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "minotaur": true + } + ], + "short": "A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt.", + "URL": "https://5etools.com/img/races/Minotaur.png" + }, + { + "name": "Simic Hybrid", + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "choose": true, + "size": "M", + "speed": { + "walk": 30 + }, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Animal Enhancement", + "entries": [ + "Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.", + "At 1st level, choose one of the following options:", + "\n• Manta Glide", + "You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.", + "\n• Nimble Climber", + "You have a climbing speed equal to your walking speed.", + "\n• Underwater Adaptation", + "You can breathe air and water, and you have a swimming speed equal to your walking speed.", + "\n\nAt 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:", + "\n• Grappling Appendage", + "You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.", + "\n• Carapace", + "Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.", + "\n• Acid Spit", + "As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true + } + ], + "short": "They are hyper-evolved specimens with biological enhancements that are characteristics of animals, mostly aquatic, reptilian, or amphibian.", + "URL": "https://5etools.com/img/races/Simic%20Hybrid.png" + }, + { + "name": "Vedalken", + "size": "M", + "speed": 30, + "ability": [ + { + "int": 2, + "wis": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Vedalken Dispassion", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "name": "Tireless Precision", + "entries": [ + "You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.", + "Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Partially Amphibious", + "entries": [ + "By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest." + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "investigation", + "medicine", + "performance", + "sleight of hand" + ] + } + } + ], + "tools": [ + { + "any": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "veldaken": true, + "any": 1 + } + ], + "short": "Vedalken usually pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.", + "URL": "https://5etools.com/img/races/Vedalken.png" + } + ], + "spells": [] + }, + { + "name": "Icewind Dale: Rime of the Frostmaiden", + "acronym": "IDRotF", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [], + "spells": [ + { + "name": "Create Magen", + "source": "IDRotF", + "page": 318, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.", + "When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.", + "Any magen you create with this spell obeys your commands without question." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Frost Fingers", + "source": "IDRotF", + "page": 318, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.", + "The cold freezes nonmagical liquids in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ] + } + ] + }, + { + "name": "Locathah Rising", + "acronym": "LR", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Locathah", + "size": "M", + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "ac": { + "value": 12, + "bonus": "dex" + }, + "entries": [ + { + "name": "Leviathan Will", + "entries": [ + "You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep." + ], + "type": "entries" + }, + { + "name": "Limited Amphibiousness", + "entries": [ + "You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "aquan": true, + "common": true + } + ], + "short": "The Locathah dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.", + "URL": "https://5etools.com/img/races/Locathah.png" + } + ], + "spells": [] + }, + { + "name": "Mordenkainen's Tome of Foes", + "acronym": "MTF", + "backgrounds": [], + "classes": [], + "feats": [ + { + "name": "Svirfneblin Magic", + "source": "MTF", + "page": 114, + "additionalSources": [ + { + "source": "EEPC", + "page": 7 + }, + { + "source": "SCAG", + "page": 115 + } + ], + "prerequisite": "Deep Gnome", + "additionalSpells": [ + { + "ability": "int", + "innate": { + "1": { + "will": [ + "nondetection" + ], + "daily": { + "1e": [ + "blindness/deafness", + "blur", + "disguise self" + ] + } + } + } + } + ], + "entries": [ + "You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.", + "Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels." + ] + } + ], + "races": [ + { + "name": "Gith", + "entries": [ + ], + "languageProficiencies": [ + { + "common": true, + "gith": true + } + ], + "ability": [ + { + "int": 1 + } + ], + "size": "M", + "speed": 30, + "subraces": [ + { + "name": "Githyanki", + "ability": [ + { + "str": 2 + } + ], + "entries": [ + { + "name": "Martial Prodigy", + "entries": [ + "You are proficient with light and medium armor and with shortswords, longswords, and greatswords." + ], + "type": "entries" + }, + { + "name": "Githyanki Psionics", + "entries": [ + "You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.", + "When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.", + "Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "desc": "Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions. It is crafted from mind flayer skulls and extremities, and the cushion she sits on is made of leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace.\n\nThe brutal githyanki are trained from birth as warriors." + }, + { + "name": "Githzerai", + "ability": [ + { + "wis": 2 + } + ], + "entries": [ + { + "name": "Mental Discipline", + "entries": [ + "You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds." + ], + "type": "entries" + }, + { + "name": "Githzerai Psionics", + "entries": [ + "You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.", + "When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.", + "Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components." + ], + "type": "entries" + } + ], + "desc": "The githzerai were born as a race at the end of the git h's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith's plans and her leadership. Gith was evil, the newcomer proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids. Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies' plans for world domination.\n\nIn their fortresses within Limbo, the githzerai hone their minds to a razor's edge." + } + ], + "short": "The descendants of an ancient people—so old their original name has been lost— that have turned against each other, becoming vicious enemies.", + "URL": "https://5etools.com/img/races/Githyanki.png" + } + ], + "spells": [] + }, + { + "name": "Mythic Odysseys of Theros", + "acronym": "MOT", + "backgrounds": [ + { + "name": "Athlete", + "source": "MOT", + "page": 31, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Acrobatics, Athletics" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Echoes of Victory", + "type": "entry", + "entry": [ + "You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.", + "Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the \"Practicing a Profession\" downtime activity in chapter 8 of the Player's Handbook." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.", + { + "type": "table", + "caption": "Athlete Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I feel most at peace during physical exertion, be it exercise or battle." + ], + [ + "2", + "I don't like to sit idle." + ], + [ + "3", + "I have a daily exercise routine that I refuse to break." + ], + [ + "4", + "Obstacles exist to be overcome." + ], + [ + "5", + "When I see others struggling, I offer to help." + ], + [ + "6", + "I love to trade banter and gibes." + ], + [ + "7", + "Anything worth doing is worth doing best." + ], + [ + "8", + "I get irritated if people praise someone else and not me." + ] + ] + }, + { + "type": "table", + "caption": "Athlete Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Competition. I strive to test myself in all things. (Chaotic)" + ], + [ + "2", + "Triumph. The best part of winning is seeing my rivals brought low. (Evil)" + ], + [ + "3", + "Camaraderie. The strongest bonds are forged through struggle. (Good)" + ], + [ + "4", + "People. I strive to inspire my spectators. (Neutral)" + ], + [ + "5", + "Tradition. Every game has rules, and the playing field must be level. (Lawful)" + ], + [ + "6", + "Growth. Lessons hide in victory and defeat. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Athlete Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My teammates are my family." + ], + [ + "2", + "I will overcome a rival and prove myself their better." + ], + [ + "3", + "My mistake got someone hurt. I'll never make that mistake again." + ], + [ + "4", + "I will be the best for the honor and glory of my home." + ], + [ + "5", + "The person who trained me is the most important person in my world." + ], + [ + "6", + "I strive to live up to a specific hero's example." + ] + ] + }, + { + "type": "table", + "caption": "Athlete Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I indulge in a habit that threatens my reputation or my health." + ], + [ + "2", + "I'll do absolutely anything to win." + ], + [ + "3", + "I ignore anyone who doesn't compete and anyone who loses to me." + ], + [ + "4", + "I have lingering pain from old injuries." + ], + [ + "5", + "Any defeat or failure on my part is because my opponent cheated." + ], + [ + "6", + "I must be the captain of any group I join." + ] + ] + } + ] + } + ], + "entries": [ + "You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.", + "Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another." + ], + "skillProficiencies": [ + { + "acrobatics": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "special": "bronze discus" + } + ], + "b": [ + { + "special": "leather ball" + } + ] + }, + { + "a": [ + { + "special": "lucky charm" + } + ], + "b": [ + { + "special": "past trophy" + } + ] + }, + { + "_": [ + "traveler's clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classes": [], + "feats": [], + "races": [ + { + "name": "Leonin", + "source": "MOT", + "page": 20, + "size": "M", + "speed": 35, + "ability": [ + { + "str": 1, + "con": 2 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "intimidation", + "perception", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "any": 1 + } + ], + "entries": [ + { + "name": "Claws", + "entries": [ + "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Daunting Roar", + "entries": [ + "As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + } + ], + "short": "These lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers.", + "URL": "https://5etools.com/img/races/MOT/Leonin.png" + }, + { + "name": "Satyr", + "source": "MOT", + "page": 24, + "size": "M", + "speed": 35, + "ability": [ + { + "cha": 2, + "dex": 1 + } + ], + "skillProficiencies": [ + { + "performance": true, + "persuasion": true, + "tool": true + } + ], + "languageProficiencies": [ + { + "common": true, + "sylvan": true + } + ], + "entries": [ + { + "name": "Fey", + "entries": [ + "Your creature type is fey, rather than humanoid." + ], + "type": "entries" + }, + { + "name": "Ram", + "entries": [ + "You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier." + ], + "type": "entries" + }, + { + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells and other magical effects." + ], + "type": "entries" + }, + { + "name": "Mirthful Leaps", + "entries": [ + "Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal." + ], + "type": "entries" + } + ], + "short": "Their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them from humans. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/MOT/Satyr.png" + } + ], + "spells": [] + }, + { + "name": "One Grung Above", + "acronym": "OGA", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Grung", + "entries": [ + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ] + }, + { + "type": "entries", + "name": "Poison Immunity", + "entries": [ + "You're immune to poison damage and the poisoned condition." + ] + }, + { + "type": "entries", + "name": "Poisonous Skin", + "entries": [ + "Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage." + ] + }, + { + "type": "entries", + "name": "Standing Leap", + "entries": [ + "Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start." + ] + }, + { + "type": "entries", + "name": "Water Dependency", + "entries": [ + "If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour." + ] + } + ], + "immune": "poison", + "languageProficiencies": [ + { + "grung": true + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "size": "S", + "speed": { + "walk": 25, + "climb": 25 + }, + "ability": [ + { + "dex": 2, + "con": 1 + } + ], + "short": "Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.", + "URL": "https://i.imgur.com/Qh3wZe3.png" + } + ], + "spells": [] + }, + { + "name": "Strixhaven: A Curriculum of Chaos", + "acronym": "SCC", + "backgrounds": [ + { + "name": "Lorehold Student", + "source": "SCC", + "page": 31, + "feats": [ + { + "strixhaven initiate": true + } + ], + "skillProficiencies": [ + { + "history": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen", + "hammer", + "hooded lantern", + "tinderbox", + { + "special": "tome of history" + }, + { + "special": "school uniform" + }, + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "comprehend languages", + "identify" + ], + "s2": [ + "borrowed knowledge", + "locate object" + ], + "s3": [ + "speak with dead", + "spirit guardians" + ], + "s4": [ + "arcane eye", + "stone shape" + ], + "s5": [ + "flame strike", + "legend lore" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + "You have spent your youth preparing to be a student of Lorehold College, reading every book on the college's recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "History, Religion" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Lorehold Initiate", + "entry": [ + "You gain the Strixhaven Initiate feat and must choose Lorehold within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + "\nLorehold Spells", + "\n1st - Comprehend Languages, Identify", + "\n2nd - Borrowed Knowledge, Locate Object", + "\n3rd Speak with Dead, Spirit Guardians", + "\n4th - Arcane Eye, Stone Shape", + "\n5th Flame Strike, Legend Lore", + "Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Lorehold Character", + "entry": [ + "Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common.", + { + "type": "table", + "caption": "Lorehold Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I thrive on esoteric lore. The more obscure the historical references I can include in everyday conversation, the better." + ], + [ + "2", + "By searching for these lost artifacts, I hope to find who I really am along the way." + ], + [ + "3", + "I can barely go a minute without talking about my research. I have so much knowledge in my head, and it needs to be let out somewhere!" + ], + [ + "4", + "The spirits of the dead are so much more interesting to talk with than living classmates." + ], + [ + "5", + "I can speak eloquently about the historical ramifications of an ancient war. But ask me to add two-digit numbers together, and I'm a mess." + ], + [ + "6", + "In the end, it's all just entropy. Everything falls apart someday." + ] + ] + }, + { + "type": "table", + "caption": "Lorehold Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A map made of concentric circles that can be rotated around the page" + ], + [ + "2", + "A puzzle box bedecked with amber" + ], + [ + "3", + "A dented brass compass with a red needle" + ], + [ + "4", + "The head of a broken statue that houses the consciousness of a snarky sage" + ], + [ + "5", + "A sheet of parchment embossed with tactile lettering, glowing red" + ], + [ + "6", + "A broken dagger with a wavy blade and a serpentine hilt" + ] + ], + "data": { + "tableInclude": true + } + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Prismari Student", + "source": "SCC", + "page": 32, + "feats": [ + { + "strixhaven initiate": true + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "artisan's tools", + "musical instrument" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen" + ] + }, + { + "a": [ + { + "equipmentType": "toolArtisan" + } + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + { + "special": "school uniform" + }, + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "chromatic orb", + "thunderwave" + ], + "s2": [ + "flaming sphere", + "kinetic jaunt" + ], + "s3": [ + "haste", + "water walk" + ], + "s4": [ + "freedom of movement", + "wall of fire" + ], + "s5": [ + "cone of cold", + "conjure elemental" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + "You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium\u2014sculpture, dance, paint, music, drama, architecture, or any other field\u2014you have grand visions of bringing your art to life in a fusion of magic and creativity." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Acrobatics, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of musical instrument or artisan's tools" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an ink pen, a set of artisan's tools or a musical instrument (one of your choice), a school uniform, and a pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Prismari Initiate", + "entry": [ + "You gain the Strixhaven Initiate feat and must choose Prismari within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + "\nPrismari Spells", + "\n1st - Chromatic Orb, Thunderwave", + "\n2nd - Flaming Sphere, Kinetic Jaunt", + "\n3rd - Haste, Water Walk", + "\n4th - Freedom of Movement, Wall of Fire", + "\n5th - Cone of Cold, Conjure Elemental", + "Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement\u2014as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Prismari Character", + "entry": [ + "Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of Evocation or Transmutation are also well represented. Clerics aren't very common in this school, but some with the Tempest domain end up here.", + { + "type": "table", + "caption": "Prismari Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm the life of the party, and I expect everyone's attention when I walk into a room." + ], + [ + "2", + "Two weeks ago, I was enthralled with my latest project. Now, I think it's garbage and deserves to be destroyed." + ], + [ + "3", + "I believe everyone has the ability to express their truest selves through art, and I'm happy to quietly push them in the right direction." + ], + [ + "4", + "Everyone is a critic, and I work to win them all over." + ], + [ + "5", + "I'm beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore." + ], + [ + "6", + "Instead of confronting my negative emotions, I channel them into explosive artistic displays." + ] + ] + }, + { + "type": "table", + "caption": "Prismari Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A pair of rose-tinted glasses with glittery frames" + ], + [ + "2", + "A stoppered glass bottle that, when opened, plays a brassy orchestral piece" + ], + [ + "3", + "A quartet of hovering water motes in a vial" + ], + [ + "4", + "A bandolier of watercolor paints" + ], + [ + "5", + "A tiara capped with a crystal that crackles with harmless lightning" + ], + [ + "6", + "An iridescent quill" + ] + ], + "data": { + "tableInclude": true + } + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Quandrix Student", + "source": "SCC", + "page": 33, + "feats": [ + { + "strixhaven initiate": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "nature": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen", + "abacus", + { + "special": "book of arcane theory" + }, + { + "special": "school uniform" + }, + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "entangle", + "guiding bolt" + ], + "s2": [ + "enlarge/reduce", + "vortex warp" + ], + "s3": [ + "aura of vitality", + "haste" + ], + "s4": [ + "control water", + "freedom of movement" + ], + "s5": [ + "circle of power", + "passwall" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + "In preparation to become a student of Quandrix College, you have spent years working through the college's math problems for prospective students. Your interests concentrate on the mathematical principles and patterns found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract studies of metaphysics, arcana, or logic." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Arcana, Nature" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform, and a pouch containing 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Quandrix Initiate", + "entry": [ + "You gain the Strixhaven Initiate feat and must choose Quandrix within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + "\nQuandrix Spells", + "\n1st - Entangle, Guiding Bolt", + "\n2nd - Enlarge/Reduce, Vortex Warp", + "\n3rd - -Aura of Vitality, Haste", + "\n4th - Control Water, Freedom of Movement", + "\n5th - Circle of Power, Passwall", + "Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Quandrix Character", + "entry": [ + "Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of Abjuration, Illusion, or Transmutation) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the Knowledge or Nature domains, study in Quandrix as well.", + { + "type": "table", + "caption": "Quandrix Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "When I find a subject I'm interested in, I won't stop studying until I know everything about it. It keeps me up at night." + ], + [ + "2", + "I hope this all makes sense to me one day. Until then, I'm going to keep faking it." + ], + [ + "3", + "Equations and patterns come naturally to my mind. I wish friendship came just as easily." + ], + [ + "4", + "I believe I'm always the smartest person in the room. And I'll prove it, even if no one asks me to." + ], + [ + "5", + "If these classes have taught me anything, it's that reality is a lie, and nothing matters. So why bother?" + ], + [ + "6", + "Before I graduate, I want to achieve something mathematically impossible. I must leave a legacy!" + ] + ] + }, + { + "type": "table", + "caption": "Quandrix Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A small succulent in a dodecahedral clay pot" + ], + [ + "2", + "A blue knit hat that looks a bit like a bottle folding in on itself" + ], + [ + "3", + "A model hypercube carved from green crystal, showcasing the fourth dimension" + ], + [ + "4", + "A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor" + ], + [ + "5", + "A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture" + ], + [ + "6", + "A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife" + ] + ], + "data": { + "tableInclude": true + } + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Silverquill Student", + "source": "SCC", + "page": 35, + "feats": [ + { + "strixhaven initiate": true + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen", + { + "special": "book of poetry" + }, + { + "special": "school uniform" + }, + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "dissonant whispers", + "silvery barbs" + ], + "s2": [ + "calm emotions", + "darkness" + ], + "s3": [ + "beacon of hope", + "daylight" + ], + "s4": [ + "compulsion", + "confusion" + ], + "s5": [ + "dominate person", + "rary's telepathic bond" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + "You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Intimidation, Persuasion" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Silverquill Initiate", + "entry": [ + "You gain the Strixhaven Initiate feat and must choose Silverquill within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + "\nSilverquill Spells", + "\n1st - Dissonant Whispers, Silvery Barbs", + "\n2nd - Calm Emotions, Darkness", + "\n3rd - Beacon of Hope, Daylight", + "\n4th - Compulsion, Confusion", + "\n5th - Dominate Person, Rary's Telepathic Bond", + "Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells' verbal components\u2014even amid the crash of lightning or a fiery eruption." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Silverquill Character", + "entry": [ + "Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill.", + { + "type": "table", + "caption": "Silverquill Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'll say whatever I need to in order to maintain my high social status." + ], + [ + "2", + "I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt." + ], + [ + "3", + "I believe that uplifting my peers is the best way to succeed." + ], + [ + "4", + "I've mastered the art of using humor as a defense, and I always have a charming joke ready." + ], + [ + "5", + "I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals." + ], + [ + "6", + "No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way." + ] + ] + }, + { + "type": "table", + "caption": "Silverquill Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A black leather notebook filled with half-finished poems" + ], + [ + "2", + "A set of flashcards detailing different colloquialisms and their meanings" + ], + [ + "3", + "A canteen that makes any liquid drunk from it taste sweet" + ], + [ + "4", + "A forged permission slip granting access to the special archives of Strixhaven's libraries" + ], + [ + "5", + "A stylish silver pin that references a famous series of novels about warlocks" + ], + [ + "6", + "A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily" + ] + ], + "data": { + "tableInclude": true + } + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Witherbloom Student", + "source": "SCC", + "page": 36, + "feats": [ + { + "strixhaven initiate": true + } + ], + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)", + "ink pen", + { + "special": "book about plant identification" + }, + "iron pot", + "herbalism kit", + { + "special": "school uniform" + }, + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "cure wounds", + "inflict wounds" + ], + "s2": [ + "lesser restoration", + "wither and bloom" + ], + "s3": [ + "revivify", + "vampiric touch" + ], + "s4": [ + "blight", + "death ward" + ], + "s5": [ + "antilife shell", + "greater restoration" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + "You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Nature, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Herbalism kit" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an herbalism kit, a school uniform, and a pouch containing 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Witherbloom Initiate", + "entry": [ + "You gain the Strixhaven Initiate feat and must choose Witherbloom within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + "\nWitherbloom Spells", + "\n1st - Cure Wounds, Inflict Wounds", + "\n2nd - Lesser Restoration, Wither and Bloom", + "\n3rd - Revivify, Vampiric Touch", + "\n4th - Blight, Death Ward", + "\n5th - Antilife Shell, Greater Restoration", + "Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Building a Witherbloom Character", + "entry": [ + "Druids and warlocks make up most of Witherbloom's student body. A few wizards (mostly those who study the School of Necromancy) and clerics (including those with the Divine Domains of Life or Nature) also find their home in Witherbloom.", + { + "type": "table", + "caption": "Witherbloom Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both." + ], + [ + "2", + "My fashion sense is like my garden: withered, black, and weird." + ], + [ + "3", + "I'm going to befriend every single monster in this swamp if it's the last thing I do." + ], + [ + "4", + "Everything in this world dies eventually. The question is, what will you do with the time you have left?" + ], + [ + "5", + "I know we just met, but when you die, may I have your bones? For research." + ], + [ + "6", + "Don't interrupt me; I'm brooding." + ] + ] + }, + { + "type": "table", + "caption": "Witherbloom Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A black bird-shaped mask, trimmed with glowing green thread" + ], + [ + "2", + "A set of rabbit bones" + ], + [ + "3", + "A pair of thick knee-high waders, stained with muck and moss" + ], + [ + "4", + "A slimy green tentacle, which occasionally wriggles" + ], + [ + "5", + "A notebook containing waterproof paper" + ], + [ + "6", + "A necklace of five small vials, each filled with luminescent white liquid" + ] + ], + "data": { + "tableInclude": true + } + } + ] + } + ], + "hasFluff": true + } + ], + "classes": [], + "feats": [ + { + "name": "Strixhaven Initiate", + "source": "SCC", + "page": 36, + "entries": [ + "You have studied some magical theory and have learned a few spells associated with Strixhaven University.", + "Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.", + "You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "\n• College - Cantrips - 1st-Level Spell", + "\n• Lorehold - Choose two from light, sacred flame, and thaumaturgy. - Choose one 1st-level cleric or wizard spell.", + "\n• Prismari - Choose two rom fire bolt, prestidigitation, and ray of frost. - Choose one 1st-level bard or sorcerer spell.", + "\n• Quandrix - Choose two from druidcraft, guidance, and mage hand. Choose one 1st-level druid or wizard spell.", + "\n• Silverquill - Choose two from sacred flame, thaumaturgy, and vicious mockery. - Choose one 1st-level bard or cleric spell.", + "\n• Witherbloom - Choose two from chill touch, druidcraft, and spare the dying. - Choose one 1st-level druid or wizard spell.\n" + ] + }, + { + "name": "Strixhaven Mascot", + "source": "SCC", + "page": 37, + "prerequisite": "Level 4, and Strixhaven Initiate feat", + "additionalSpells": [ + { + "innate": { + "_": { + "ritual": [ + "find familiar" + ] + } + } + } + ], + "entries": [ + "You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:", + { + "type": "list", + "items": [ + "You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom).", + "When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.", + "If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again." + ] + } + ] + } + ], + "races": [ + { + "name": "Owlin", + "source": "SCC", + "page": 29, + "lineage": "VRGR", + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "size": "Small or Medium", + "speed": { + "walk": 30, + "fly": 30 + }, + "darkvision": 120, + "languageProficiencies": [ + { + "common": true + } + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + } + ], + "short": "Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic.", + "URL": "https://raw.githubusercontent.com/Dungeon-Dev/Images/main/img/races/SCC/Owlin.webp" + } + ], + "spells": [ + { + "name": "Borrowed Knowledge", + "source": "SCC", + "page": 37, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a book worth at least 25 gp", + "cost": 2500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again." + ] + }, + { + "name": "Kinetic Jaunt", + "source": "SCC", + "page": 37, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.", + { + "type": "list", + "items": [ + "Your walking speed increases by 10 feet.", + "You don't provoke opportunity attacks.", + "You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage." + ] + } + ], + "damageInflict": [ + "force" + ] + }, + { + "name": "Silvery Barbs", + "source": "SCC", + "page": 38, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.", + "You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time." + ], + "miscTags": [ + "ADV", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Vortex Warp", + "source": "SCC", + "page": 38, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "TP" + ] + }, + { + "name": "Wither and Bloom", + "source": "SCC", + "page": 38, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a withered vine twisted into a loop" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.", + "In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ] + } + ] + }, + { + "name": "Sword Coast Adventurer's Guide", + "acronym": "SCAG", + "backgrounds": [ + { + "name": "City Watch", + "source": "SCAG", + "entries": [ + "You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.", + "You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.", + "Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.", + "Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Intimidation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Military Rank", + "type": "entry", + "entry": [ + "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Clan Crafter", + "source": "SCAG", + "entries": [ + "The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.", + "You are most likely a dwarf, but not necessarily - particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Insight" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "Dwarvish or one of your choice if you already speak Dwarvish" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp" + } + ] + }, + { + "name": "Respect of the Stout Folk", + "type": "entry", + "entry": [ + "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Guild artisans are among the most ordinary people in the world - until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist." + ], + [ + "2", + "I'm a snob who looks down on those who can't appreciate fine art." + ], + [ + "3", + "I always want to know how things work and what makes people tick." + ], + [ + "4", + "I'm full of witty aphorisms and have a proverb for every occasion." + ], + [ + "5", + "I'm rude to people who lack my commitment to hard work and fair play." + ], + [ + "6", + "I like to talk at length about my profession." + ], + [ + "7", + "I don't part with my money easily and will haggle tirelessly to get the best deal possible." + ], + [ + "8", + "I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)" + ], + [ + "2", + "Generosity. My talents were given to me so that I could use them to benefit the world. (Good)" + ], + [ + "3", + "Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money. (Evil)" + ], + [ + "5", + "People. I'm committed to the people I care about, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. I work hard to be the best there is at my craft. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The workshop where I learned my trade is the most important place in the world to me." + ], + [ + "2", + "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy." + ], + [ + "3", + "I owe my guild a great debt for forging me into the person I am today." + ], + [ + "4", + "I pursue wealth to secure someone's love." + ], + [ + "5", + "One day I will return to my guild and prove that I am the greatest artisan of them all." + ], + [ + "6", + "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to get my hands on something rare or priceless." + ], + [ + "2", + "I'm quick to assume that someone is trying to cheat me." + ], + [ + "3", + "No one must ever learn that I once stole money from guild coffers." + ], + [ + "4", + "I'm never satisfied with what I have - I always want more." + ], + [ + "5", + "I would kill to acquire a noble title." + ], + [ + "6", + "I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "dwarvish": true + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ] + }, + { + "name": "Cloistered Scholar", + "source": "SCAG", + "entries": [ + "As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerun's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home - not to abandon it, but to quest for new lore to add to its storehouse of knowledge.", + "The most well known of Faerun's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.", + "Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerun." + ], + "choose": true, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, plus your choice of one from among Arcana, Nature, and Religion" + }, + { + "type": "item", + "name": "Languages", + "entry": "any two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Library Access", + "type": "entry", + "entry": [ + "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.", + "You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.", + "Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly - sometimes in its own right, sometimes as a means toward other ideals.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I use polysyllabic words that convey the impression of great erudition." + ], + [ + "2", + "I've read every book in the world's greatest libraries - or I like to boast that I have." + ], + [ + "3", + "I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others." + ], + [ + "4", + "There's nothing I like more than a good mystery." + ], + [ + "5", + "I'm willing to listen to every side of an argument before I make my own judgment." + ], + [ + "6", + "I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me." + ], + [ + "7", + "I am horribly, horribly awkward in social situations." + ], + [ + "8", + "I'm convinced that people are always trying to steal my secrets." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Knowledge. The path to power and self-improvement is through knowledge. (Neutral)" + ], + [ + "2", + "Beauty. What is beautiful points us beyond itself toward what is true. (Good)" + ], + [ + "3", + "Logic. Emotions must not cloud our logical thinking. (Lawful)" + ], + [ + "4", + "No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)" + ], + [ + "5", + "Power. Knowledge is the path to power and domination. (Evil)" + ], + [ + "6", + "Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "It is my duty to protect my students." + ], + [ + "2", + "I have an ancient text that holds terrible secrets that must not fall into the wrong hands." + ], + [ + "3", + "I work to preserve a library, university, scriptorium, or monastery." + ], + [ + "4", + "My life's work is a series of tomes related to a specific field of lore." + ], + [ + "5", + "I've been searching my whole life for the answer to a certain question." + ], + [ + "6", + "I sold my soul for knowledge. I hope to do great deeds and win it back." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am easily distracted by the promise of information." + ], + [ + "2", + "Most people scream and run when they see a demon. I stop and take notes on its anatomy." + ], + [ + "3", + "Unlocking an ancient mystery is worth the price of a civilization." + ], + [ + "4", + "I overlook obvious solutions in favor of complicated ones." + ], + [ + "5", + "I speak without really thinking through my words, invariably insulting others." + ], + [ + "6", + "I can't keep a secret to save my life, or anyone else's." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "choose": { + "from": [ + "arcana", + "nature", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Courtier", + "source": "SCAG", + "entries": [ + "In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.", + "You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.", + "Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Persuasion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes and a pouch containing 5 gp" + } + ] + }, + { + "name": "Court Functionary", + "type": "entry", + "entry": [ + "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Guild artisans are among the most ordinary people in the world - until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist." + ], + [ + "2", + "I'm a snob who looks down on those who can't appreciate fine art." + ], + [ + "3", + "I always want to know how things work and what makes people tick." + ], + [ + "4", + "I'm full of witty aphorisms and have a proverb for every occasion." + ], + [ + "5", + "I'm rude to people who lack my commitment to hard work and fair play." + ], + [ + "6", + "I like to talk at length about my profession." + ], + [ + "7", + "I don't part with my money easily and will haggle tirelessly to get the best deal possible." + ], + [ + "8", + "I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)" + ], + [ + "2", + "Generosity. My talents were given to me so that I could use them to benefit the world. (Good)" + ], + [ + "3", + "Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money. (Evil)" + ], + [ + "5", + "People. I'm committed to the people I care about, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. I work hard to be the best there is at my craft. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The workshop where I learned my trade is the most important place in the world to me." + ], + [ + "2", + "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy." + ], + [ + "3", + "I owe my guild a great debt for forging me into the person I am today." + ], + [ + "4", + "I pursue wealth to secure someone's love." + ], + [ + "5", + "One day I will return to my guild and prove that I am the greatest artisan of them all." + ], + [ + "6", + "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to get my hands on something rare or priceless." + ], + [ + "2", + "I'm quick to assume that someone is trying to cheat me." + ], + [ + "3", + "No one must ever learn that I once stole money from guild coffers." + ], + [ + "4", + "I'm never satisfied with what I have - I always want more." + ], + [ + "5", + "I would kill to acquire a noble title." + ], + [ + "6", + "I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Faction Agent", + "source": "SCAG", + "page": 147, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp" + } + ] + }, + { + "name": "Safe Haven", + "type": "entry", + "entry": [ + "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "entry": [ + "Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entry when appropriate to suit your identity as a faction agent. (For instance, consider the words \"faith\" and \"faction\" to be interchangeable.)", + "Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature." + ] + } + ], + "entries": [ + "Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.", + "As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction." + ], + "skillProficiencies": [ + { + "insight": true, + "choose": { + "from": [ + "arcana", + "animal handling", + "deception", + "history", + "intimidation", + "investigation", + "medicine", + "nature", + "perception", + "performance", + "persuasion", + "religion", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Badge or emblem of your faction" + }, + { + "special": "copy of a seminal faction text (or code-book for a covert faction)" + }, + "common clothes", + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Far Traveler", + "source": "SCAG", + "entries": [ + "Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.", + "You aren't one of those folk.", + "You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerun for your own reasons, which you might or might not choose to share.", + "Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Any one musical instrument or gaming set of your choice, likely something native to your homeland" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp" + } + ] + }, + { + "name": "All Eyes on You", + "type": "entry", + "entry": [ + "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.", + "You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own." + ], + [ + "2", + "I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting." + ], + [ + "3", + "I have a strong code of honor or sense of propriety that others don't comprehend." + ], + [ + "4", + "I express affection or contempt in ways that are unfamiliar to others." + ], + [ + "5", + "I honor my deities through practices that are foreign to this land." + ], + [ + "6", + "I begin or end my day with small traditional rituals that are unfamiliar to those around me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Open. I have much to learn from the kindly folk I meet along my way. (Good)" + ], + [ + "2", + "Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)" + ], + [ + "3", + "Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)" + ], + [ + "4", + "Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)" + ], + [ + "5", + "Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)" + ], + [ + "6", + "Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "So long as I have this token from my homeland, I can face any adversity in this strange land." + ], + [ + "2", + "The gods of my people are a comfort to me so far away from home." + ], + [ + "3", + "I hold no greater cause than my service to my people." + ], + [ + "4", + "My freedom is my most precious possession. I'll never let anyone take it from me again." + ], + [ + "5", + "I'm fascinated by the beauty and wonder of this new land." + ], + [ + "6", + "Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land." + ], + [ + "2", + "I pretend not to understand the local language in order to avoid interactions I would rather not have." + ], + [ + "3", + "I have a weakness for the new intoxicants and other pleasures of this land." + ], + [ + "4", + "I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me." + ], + [ + "5", + "I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst." + ], + [ + "6", + "I have a weakness for the exotic beauty of the people of these lands." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ] + }, + { + "name": "Inheritor", + "source": "SCAG", + "entries": [ + "You are the heir to something of great value - not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you - by force, if need be." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Survival, plus one from among Arcana, History, and Religion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Your choice of a gaming set or a musical instrument" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp" + } + ] + }, + { + "name": "Inheritance", + "type": "entry", + "entry": [ + "Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.", + "The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.", + "When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.", + "\nd8 - Item:", + "1 - A document such as a map, a letter, or a journal", + "2/3 - a trinket (see \"Trinkets\" in chapter 5 of the Player's Handbook)", + "4 - an article of clothing", + "5 - a piece of jewelry", + "6 - an arcane book or formulary", + "7 - a written story, song, poem, or secret", + "8 - a tattoo or other body marking" + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I judge people by their actions, not their words." + ], + [ + "2", + "If someone is in trouble, I'm always ready to lend help." + ], + [ + "3", + "When I set my mind to something, I follow through no matter what gets in my way." + ], + [ + "4", + "I have a strong sense of fair play and always try to find the most equitable solution to arguments." + ], + [ + "5", + "I'm confident in my own abilities and do what I can to instill confidence in others." + ], + [ + "6", + "Thinking is for other people. I prefer action." + ], + [ + "7", + "I misuse long words in an attempt to sound smarter." + ], + [ + "8", + "I get bored easily. When am I going to get on with my destiny?" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. People deserve to be treated with dignity and respect. (Good)" + ], + [ + "2", + "Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)" + ], + [ + "3", + "Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)" + ], + [ + "4", + "Might. If I become strong, I can take what I want - what I deserve. (Evil)" + ], + [ + "5", + "Sincerity. There's no good in pretending to be something I'm not. (Neutral)" + ], + [ + "6", + "Destiny. Nothing and no one can steer me away from my higher calling. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a family, but I have no idea where they are. One day, I hope to see them again." + ], + [ + "2", + "I worked the land, I love the land, and I will protect the land." + ], + [ + "3", + "A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter." + ], + [ + "4", + "My tools are symbols of my past life, and I carry them so that I will never forget my roots." + ], + [ + "5", + "I protect those who cannot protect themselves." + ], + [ + "6", + "I wish my childhood sweetheart had come with me to pursue my destiny." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The tyrant who rules my land will stop at nothing to see me killed." + ], + [ + "2", + "I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure." + ], + [ + "3", + "The people who knew me when I was young know my shameful secret, so I can never go home again." + ], + [ + "4", + "I have a weakness for the vices of the city, especially hard drink." + ], + [ + "5", + "Secretly, I believe that things would be better if I were a tyrant lording over the land." + ], + [ + "6", + "I have trouble trusting in my allies." + ] + ] + } + ] + } + ], + "choose": true, + "skillProficiencies": [ + { + "survival": true, + "choose": { + "from": [ + "arcana", + "history", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ] + }, + { + "name": "Investigator", + "source": "SCAG", + "entries": [ + "Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Investigation" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Watcher's Eye", + "type": "entry", + "entry": [ + "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Knight of the Order", + "source": "SCAG", + "entries": [ + "You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerun has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.", + "Though the term \"knight\" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.", + "The \"Knightly Orders of Faerun\" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to." + ], + "choose": true, + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Your choice of a gaming set or a musical instrument" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Knightly Regard", + "type": "entry", + "entry": [ + "Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community - whether a lone settlement or a great nation - that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.", + "This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "persuasion": true, + "choose": { + "from": [ + "arcana", + "history", + "nature", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ] + }, + { + "name": "Mercenary Veteran", + "source": "SCAG", + "entries": [ + "As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the \"Mercenaries of the North\" sidebar for a collection of possibilities.)", + "Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)." + } + ] + }, + { + "name": "Mercenary Life", + "type": "entry", + "entry": [ + "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ] + }, + { + "name": "Urban Bounty Hunter", + "source": "SCAG", + "choose": true, + "entries": [ + "Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.", + "You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerun's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar - any place that's large enough to have a steady supply of potential quarries.", + "As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Choose two from among Deception, Insight, Persuasion, and Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Choose two from among one type of gaming set, one musical instrument, and thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of clothes appropriate to your duties and a pouch containing 20 gp" + } + ] + }, + { + "name": "Ear to the Ground", + "type": "entry", + "entry": [ + "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a plan for when things go wrong." + ], + [ + "2", + "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me." + ], + [ + "3", + "The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden." + ], + [ + "4", + "I would rather make a new friend than a new enemy." + ], + [ + "5", + "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." + ], + [ + "6", + "I don't pay attention to the risks in a situation. Never tell me the odds." + ], + [ + "7", + "The best way to get me to do something is to tell me I can't do it." + ], + [ + "8", + "I blow up at the slightest insult." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Honor. I don't steal from others in the trade. (Lawful)" + ], + [ + "2", + "Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)" + ], + [ + "3", + "Charity. I steal from the wealthy so that I can help people in need. (Good)" + ], + [ + "4", + "Greed. I will do whatever it takes to become wealthy. (Evil)" + ], + [ + "5", + "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)" + ], + [ + "6", + "Redemption. There's a spark of good in everyone. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm trying to pay off an old debt I owe to a generous benefactor." + ], + [ + "2", + "My ill-gotten gains go to support my family." + ], + [ + "3", + "Something important was taken from me, and I aim to steal it back." + ], + [ + "4", + "I will become the greatest thief that ever lived." + ], + [ + "5", + "I'm guilty of a terrible crime. I hope I can redeem myself for it." + ], + [ + "6", + "Someone I loved died because of a mistake I made. That will never happen again." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I see something valuable, I can't think about anything but how to steal it." + ], + [ + "2", + "When faced with a choice between money and my friends, I usually choose the money." + ], + [ + "3", + "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it." + ], + [ + "4", + "I have a 'tell' that reveals when I'm lying." + ], + [ + "5", + "I turn tail and run when things look bad." + ], + [ + "6", + "An innocent person is in prison for a crime that I committed. I'm okay with that." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "persuasion", + "stealth" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "gaming set", + "musical instrument", + "thieves' tools" + ], + "count": 2 + } + } + ] + }, + { + "name": "Uthgardt Tribe Member", + "source": "SCAG", + "entries": [ + "Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.", + "Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.", + "You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.", + "See the \"Uthgardt Lands\" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Survival" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of musical instrument or artisan's tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Uthgardt Heritage", + "type": "entry", + "entry": [ + "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.", + "Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + " I'm driven by a wanderlust that led me away from home" + ], + [ + "2", + "I watch over my friends as if they were a litter of newborn pups." + ], + [ + "3", + "I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to." + ], + [ + "4", + "I have a lesson for every situation, drawn from observing nature." + ], + [ + "5", + "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear." + ], + [ + "6", + "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them." + ], + [ + "7", + "I feel far more comfortable around animals than people" + ], + [ + "8", + "I was, in fact, raised by wolves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)" + ], + [ + "2", + "Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)" + ], + [ + "3", + "Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)" + ], + [ + "4", + "Might. The strongest are meant to rule. (Evil)" + ], + [ + "5", + "Nature. The natural world is more important than all the constructs of civilization. (Neutral)" + ], + [ + "6", + "Glory. I must earn glory in battle, for myself and my clan. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My family, clan, or tribe is the most important thing in my life, even when they are far from me." + ], + [ + "2", + "An injury to the unspoiled wilderness of my home is an injury to me." + ], + [ + "3", + "I will bring terrible wrath down on the evildoers who destroyed my homeland." + ], + [ + "4", + "I am the last of my tribe, and it is up to me to ensure their names enter legend." + ], + [ + "5", + "I suffer awful visions of a coming disaster and will do anything to prevent it." + ], + [ + "6", + "It is my duty to provide children to sustain my tribe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am too enamored of ale, wine, and other intoxicants." + ], + [ + "2", + "There's no room for caution in a life lived to the fullest." + ], + [ + "3", + "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me." + ], + [ + "4", + "I am slow to trust members of other races, tribes, and societies." + ], + [ + "5", + " Violence is my answer to almost any challenge." + ], + [ + "6", + " Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "artisan's tools" + ] + } + } + ] + }, + { + "name": "Waterdhavian Noble", + "source": "SCAG", + "entries": [ + "You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerun for being eccentric, spoiled, venal, and, above all else, rich.", + "Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?", + "Work with your DM to come up with the family you are part of - there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Persuasion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set or musical instrument" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp" + } + ] + }, + { + "name": "Kept in Style", + "type": "entry", + "entry": [ + "While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.", + "This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income - the benefit is a line of credit, not an actual monetary reward." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds - responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world." + ], + [ + "2", + "The common folk love me for my kindness and generosity." + ], + [ + "3", + "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses." + ], + [ + "4", + "I take great pains to always look my best and follow the latest fashions." + ], + [ + "5", + "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations." + ], + [ + "6", + "Despite my noble birth, I do not place myself above other folk. We all have the same blood." + ], + [ + "7", + "My favor, once lost, is lost forever." + ], + [ + "8", + "If you do me an injury, I will crush you, ruin your name, and salt your fields." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)" + ], + [ + "2", + "Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)" + ], + [ + "3", + "Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)" + ], + [ + "4", + "Power. If I can attain more power, no one will tell me what to do. (Evil)" + ], + [ + "5", + "Family. Blood runs thicker than water. (Any)" + ], + [ + "6", + "Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I will face any challenge to win the approval of my family." + ], + [ + "2", + "My house's alliance with another noble family must be sustained at all costs." + ], + [ + "3", + "Nothing is more important than the other members of my family." + ], + [ + "4", + "I am in love with the heir of a family that my family despises." + ], + [ + "5", + "My loyalty to my sovereign is unwavering." + ], + [ + "6", + "The common folk must see me as a hero of the people." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I secretly believe that everyone is beneath me." + ], + [ + "2", + "I hide a truly scandalous secret that could ruin my family forever." + ], + [ + "3", + "I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger." + ], + [ + "4", + "I have an insatiable desire for carnal pleasures." + ], + [ + "5", + "In fact, the world does revolve around me." + ], + [ + "6", + "By my words and actions, I often bring shame to my family." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "gaming set", + "musical instrument" + ] + } + } + ] + } + ], + "classes": [], + "feats": [], + "races": [], + "spells": [] + }, + { + "name": "Tal'Dorei Campaign Setting Reborn", + "acronym": "TDCSR", + "backgrounds": [ + { + "name": "Ashari", + "source": "TDCSR", + "page": 180, + "skillProficiencies": [ + { + "nature": true, + "choose": { + "from": [ + "arcana", + "survival" + ], + "count": 1 + } + } + ], + "languageProficiencies": [ + { + "primordial": true, + "choose": { + "from": [ + "aquan", + "auran", + "ignan", + "terran" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "Traveler's Clothes", + "displayName": "A set of traveler's clothes" + }, + { + "special": "a staff carved with symbols of your tribe" + }, + "herbalism kit", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "Isolated from the political struggles of urban Tal'Dorei, you are a member of The Ashari people\u2014a society bound to an ancient covenant protecting the Material Plane from the chaos of the primordial elements. You've been raised to revere and protect the natural world, and to shepherd the tumultuous elemental forces that give it life. When the elements threaten to overwhelm the delicate balance of nature, it is the role of The Ashari to restore harmony.", + "You grew up in a tight-knit society, bound to a leader who successfully returned from the traditional journey to the Elemental Planes known as an Aramante. By contrast, you might well have never traveled more than a few days from your home, and thus have closer bonds with your family and neighbors than many people of Tal'Dorei.", + "In your early life, you likely took up one of the many roles that make up your society, whether homemaker, hunter, explorer, or protector. If you have the ability to use elemental magic, you might have had one of the most important duties of all: protecting and soothing the elemental rift at the heart of your home. And even as an adventurer now traveling far beyond that home, your loyalties still lie with the continued safety of your order. Whatever else you do as you learn about the new world around you, you're conscious of the need to gather allies to your cause.", + "Each Ashari is tethered to one of the four elemental orders and their settlements. You must select Pyrah (fire), Vesrah (water), Terrah (earth), or Zephrah (wind). The rifts of earth and air are both in Tal'Dorei. If you live or lived among your people, then you are familiar with the remarkable sights of Air Ashari on skysails above the Summit Peaks, or Terrah erupting from the solid stone of the Cliffkeep Mountains on their earthboards." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Nature, plus your choice of Arcana or Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Herbalism Kit" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Primordial (Aquan, Auran, Ignan, or Terran, depending on the elemental affinity of your tribe)" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of traveler's clothes, a staff carved with symbols of your tribe, an herbalism kit, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Feature: Elemental Harmony", + "type": "entry", + "page": 180, + "entry": [ + "Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the following abilities:", + "\n• Pyrah. You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire. Alternatively, you snuff out a flame of the same size.", + "\n• Terrah. You instantaneously create a small rock no larger than a gold coin. The rock appears in your hand, then turns to dust after 1 minute.", + "\n• Vesrah. You instantaneously create enough hot or cold water to fill a small drinking vessel.", + "\n• Zephrah. You create an instantaneous puff of wind strong enough to blow papers off a desk or mess up someone's hair." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "page": 180, + "entry": [ + "The Ashari hold themselves removed from the rest of Tal'Dorei by their own choice. This makes many Ashari naive to the ways of the world beyond their homes\u2014but it can also make them determined, steadfast, and tightly focused on their goals. Ever since Keyleth, Voice of the Tempest and leader of the Zephrah, became a world-renowned hero, the Air Ashari at least have become more familiar to Tal'Dorei's other peoples. They are known to welcome outsiders to their mountaintop enclave, and to take on quests that force them to leave their isolated home.", + { + "type": "table", + "caption": "Ashari Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I like to keep my hands busy, no matter where I am." + ], + [ + "2", + "I love to explore new places and meet new people." + ], + [ + "3", + "I meditate at dawn each day\u2014and I can't stand it when my routine is interrupted." + ], + [ + "4", + "I like noticing patterns in the world around me, whether or not they mean anything." + ], + [ + "5", + "I don't let anything\u2014or anyone\u2014stand in the way of my mission." + ], + [ + "6", + "I'm a plain talker, even with people who outrank me." + ], + [ + "7", + "I've always got some of my native element with me in some form. (This might be modeling clay, pure water, special burning incense, or a bottled cloud.)" + ], + [ + "8", + "I talk with everyone like I've known them all my life. Because most people I know, I have known all my life!" + ] + ] + }, + { + "type": "table", + "caption": "Ashari Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Destiny. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)" + ], + [ + "2", + "Community. It's important to surround yourself with people you can count on, and who will support you. (Good)" + ], + [ + "3", + "Knowledge. I want to learn everything I can about the Elemental Planes\u2014and maybe even visit them myself. (Neutral)" + ], + [ + "4", + "Freedom. I don't care what anyone says. Even if it causes problems, the elements must be free. And so should I. (Chaotic)" + ], + [ + "5", + "Structure. The elements are in harmony when they are free to act as they will, within the safe boundaries set by The Ashari. People are much the same. (Lawful)" + ], + [ + "6", + "Virtuous Cycle. If I see someone who needs help, I feel compelled to assist them. Surely they'll return the favor someday! (Good)" + ] + ] + }, + { + "type": "table", + "caption": "Ashari Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I have a cousin in another Ashari tribe whom I've never met, but someday I want to visit my extended family." + ], + [ + "2", + "The leader of my tribe thinks I could be their successor, but I worry that I don't have enough experience to lead my people." + ], + [ + "3", + "A mysterious person killed a member of my family. I've left home to discover who the killer was\u2014and to seek vengeance." + ], + [ + "4", + "My older sibling set out on their Aramante a year ago, and I haven't seen them since." + ], + [ + "5", + "When I was a baby, a giant eagle brought me to Zephrah. I love my family, but I often wonder who my birth parents are." + ], + [ + "6", + "I trust my animal friends more than any humanoid ally." + ] + ] + }, + { + "type": "table", + "caption": "Ashari Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Big cities are overwhelming. I get nervous when surrounded by people I don't know." + ], + [ + "2", + "I know all too well that elemental power is dangerous\u2014but I like playing around with it anyway." + ], + [ + "3", + "I get surly if I go too long without being in contact with my native element." + ], + [ + "4", + "I think the mission of my people is a fool's errand. They should abandon isolation, let the elements be, and enjoy the pleasures of the world!" + ], + [ + "5", + "I can't stand it when people say one thing and mean another! Just say what you mean!" + ], + [ + "6", + "Ugh, I know it's not right, but I can't help but look down on people who can't manipulate the elements. It's not like it's hard!" + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Clasp Member", + "source": "TDCSR", + "page": 181, + "skillProficiencies": [ + { + "deception": true, + "choose": { + "from": [ + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "languageProficiencies": [ + { + "thieves' cant": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "disguise kit", + "forgery kit", + "thieves' tools" + ], + "count": 1 + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "common clothes", + "displayName": "A set of inconspicuous common clothes" + }, + { + "equipmentType": "toolArtisan" + }, + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "Whether you grew up in the mean streets of Kymal bamboozling foolish gamblers, or spent your youth pilfering loose coin from the pockets of Emon, the City of Fellowship many tourists, your lifestyle of deceiving-to-survive eventually drew the attention of the The Clasp: a storied crime syndicate that has hideouts in every city in Tal'Dorei. In exchange for protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agreed to receive the brand of the The Clasp and join their ranks.", + "You might have spent time working the guild's most menial assignments, wandering the alleys as a simple cutpurse and filling your pockets with silver while you waited to climb the professional ladder. Or you might be a clever actor and liar, whose skill at blending in with all facets of society has made you an indispensable spy. Perhaps your swift technique with a blade led you to become a feared assassin for the Spireling Shenn of a local The Clasp sect. Regardless, though the threat of the law is ever looming, the advantages to having a connection to such a powerful cartel greatly outweighs your paranoia. Most of the time.", + "Since the The Clasp is an organization, its members can rise in rank by proving their worth, by making the right friends in high places, or even through blackmail and bribery. You and the Game Master can decide together how your actions affect your rank in the The Clasp, and what benefits that rank grants you." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Deception, plus your choice of Sleight of Hand or Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Disguise Kit, forgery kit, or thieves' tools (one of your choice)" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Thieves' Cant" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of inconspicuous common clothes, a set of tools with which you're proficient, and a belt pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: A Favor in Turn", + "page": 182, + "entry": [ + "You have gained enough clout in the The Clasp that you can call in a favor from your contacts whenever you're close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the The Clasp can temporarily aid your party. If money is needed, a small loan can be provided. If you've been imprisoned, The Clasp operatives can look into breaking you out or paying off the jailer.", + "At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination\u2014literally. You might be called on to commit a specific burglary, or to pressure an Emon, the City of Fellowship dignitary to reveal a secret at an upcoming ball. The The Clasp might even demand that you assassinate a specific person, with no questions asked or answered. It's the GM's prerogative to ensure that the syndicate's request is proportionate to the favor they bestowed\u2014or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "page": 182, + "entry": [ + "The The Clasp enjoys a strange status in Tal'Dorei. The syndicate is a feared group of thieves and killers, whose name is often invoked only in whispers. But at the same time, the organization has a reputation for guerilla heroism, in response to its members having saved countless lives when the The Chroma Conclave attacked Emon, the City of Fellowship. And so like every The Clasp member, your own reputation often swings between these two poles.", + { + "type": "table", + "caption": "Clasp Member Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "What's life without risk? I'm always willing to take a risk if the reward seems worth it." + ], + [ + "2", + "I only show my emotions around people I really trust." + ], + [ + "3", + "I don't need friends; I need allies. When I do make \"friends,\" I only consider what they can do for me." + ], + [ + "4", + "I look for simple solutions. The world's full of tough problems, but a well-placed knife is a one-size-fits-all answer." + ], + [ + "5", + "Money talks. I don't. We've got an efficient relationship." + ], + [ + "6", + "I used to have one rule\u2014don't get involved in other people's problems. Why are things so complicated now?" + ], + [ + "7", + "Crime is a game, and I play to win. I have no sympathy for players who don't get that." + ], + [ + "8", + "This organization has a lot of folks who cling to ugly, brutal practices. I'm not like that. I'm a professional, and professionals have standards." + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "By Any Means. I complete jobs. Collateral damage isn't my problem. (Chaotic)" + ], + [ + "2", + "Ambition. I will climb to the top of the ladder. Everything I do is a stepping-stone to a Spireling's position. (Neutral)" + ], + [ + "3", + "Decisiveness. It's important to make up your mind so you can act swiftly and without delay. (Neutral)" + ], + [ + "4", + "Honor. There's room in the The Clasp for both good and evil. Every day, I awake and choose to do what's right. (Good)" + ], + [ + "5", + "Family. The The Clasp is family. Anything that's good for the family is good for me. (Lawful)" + ], + [ + "6", + "Self-Interest. There are too many bleeding hearts in the The Clasp these days. Doing the right thing means doing the thing that makes my life better. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'd do anything\u2014anything\u2014to protect my comrades." + ], + [ + "2", + "I'll always be grateful to the Spireling who took me in when I was an orphaned kid." + ], + [ + "3", + "I was inspired to join the The Clasp by the stories my parents told of being saved from the The Chroma Conclave attack on Emon, the City of Fellowship. I can look past the organization's flaws." + ], + [ + "4", + "I was nearly killed by the The Myriad. If the The Clasp is the enemy of those villains, then the The Clasp is my friend." + ], + [ + "5", + "I've got family back in the old town who are counting on me for money. They don't know how I get it, but they don't need to know." + ], + [ + "6", + "I joined the The Clasp to become rich, powerful, and beloved. That's all there is to it." + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm hopeless at organizing my belongings, and I'm always losing things." + ], + [ + "2", + "I get bored whenever a plan is going too smoothly. A win is always more fun when it's by the skin of my teeth!" + ], + [ + "3", + "I've seen Spirelings walk out among cheering crowds of thousands. Gods, I wish that were me. I need that to be me." + ], + [ + "4", + "I'm rubbish with money, and never seem to leave town with a full purse. Keeps me coming back to the life, I suppose." + ], + [ + "5", + "I can't work with shoddy, makeshift thieves' tools. I need everything involving my work to be perfect." + ], + [ + "6", + "Any slight against me, no matter how small, is cause for revenge." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lyceum Scholar", + "source": "TDCSR", + "page": 183, + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "persuasion" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "fine clothes", + "displayName": "A set of fine clothes" + }, + { + "special": "student uniform" + }, + { + "item": "writing kit" + }, + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "You most likely came up through money or hailed from a family with social prestige if you were able to afford tuition at the 5. Alabaster Lyceum in Emon, the City of Fellowship. But whatever your origin, your interests and pursuits brought you to the hallowed halls of Tal'Dorei's highest place of learning, where you soaked in every lesson you could, hoping to better make your mark on the world. (Or at least you pretended to. Even at the 5. Alabaster Lyceum, every class has its slackers.) Eventually, though, the call to adventure pulled you from your studies, and you now face the challenge of keeping up with your education even as the tides of destiny threaten to sweep you away.", + "You might have come to the 5. Alabaster Lyceum to better research and understand the history and lore of Exandria and the lands you call home. Perhaps you sought a future here as a professor\u2014or you might hope to do so still. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Or perhaps your knack for the arcane inspired you to attend the 5. Alabaster Lyceum to refine your spellcraft, following in the footsteps of some of the finest wizards to ever practice the arts of magic.", + "When you choose this background, you could be either an active student seeking adventures for your own research, or a graduated alumnus. With a little modification, you could easily be a professor as well." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Your choice of two of the following: Arcana, History, or Persuasion" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of fine clothes, a student uniform, a writing kit (small pouch with a quill, ink, folded parchment and a penknife), and a belt pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Academic Requisition", + "page": 184, + "entry": [ + "You've cleared enough lessons\u2014and have gained an ally or two among the staff\u2014to enable access to certain private areas within the 5. Alabaster Lyceum and other allied universities. Whenever you're on 5. Alabaster Lyceum grounds or at another major academic institution, you can requisition any set of tools found in the fifth edition rules. Each set of tools is magically marked to sound an alarm if they are removed from the university's grounds.", + "When you seek services such as spellcasting from an NPC at the 5. Alabaster Lyceum or a related institution, you can use those services at a 25 percent discount, at the GM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "page": 184, + "entry": [ + "The 5. Alabaster Lyceum accepts students of all major trades, the fine arts, and the magical arts. Pupils talented and privileged enough to be accepted travel to Emon, the City of Fellowship from all over Tal'Dorei, seeking to study among some of the greatest minds and most talented arcanists in the land. If you came from a smaller city, a rural area, or Tal'Dorei's relatively uncharted wilderness, studying at the 5. Alabaster Lyceum might have left you with a sense of culture shock, for good or for ill.", + { + "type": "table", + "caption": "Lyceum Scholar Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I can't believe I'm here! At the 5. Alabaster Lyceum. Oh, gods, I've dreamed of this my whole life, and now I'm here!" + ], + [ + "2", + "I can't believe I squandered all the opportunities I had at school. I was supposed to be learning good stuff, but I wasted it all daydreaming about fighting monsters." + ], + [ + "3", + "Every night at school, I'd knock back a couple of meads and read with my pals! Just a bunch of nerds having fun, and I loved it." + ], + [ + "4", + "Everyone at school was such a stick in the mud. Dressing the same, listening to the same bards...ugh, it's sad. Just be yourself." + ], + [ + "5", + "I'm happiest when I've got my little party with me. At school, it was like we were a squad of heroes, slaying projects like monsters." + ], + [ + "6", + "I'd really rather you didn't bother me. Can't you see I'm studying here?" + ], + [ + "7", + "I don't care. I just don't care about it all. The dates I had to memorize, the formulae I learned...I just want to run away and live!" + ], + [ + "8", + "I'm just...tired. All the time. Oh, adventuring, sure, that's fine, as long as I can find time to...nap...goodnight." + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Preparedness. I can't go out into the world unless I know what I'm up against. Study first, act later. (Neutral)" + ], + [ + "2", + "Stardom. Having a team is good and all, but you can't win a game of ball without the star charger, and you know that's me. (Evil)" + ], + [ + "3", + "Individuality. The world keeps us down by trying to put us all into little boxes. I'm tired of living in my box, and I don't care what you think about it. (Chaotic)" + ], + [ + "4", + "Purpose. I study because there are things I need to know. I'll find my place in the world, and I'll make the world better. (Good)" + ], + [ + "5", + "Code of Conduct. The student code is there to benefit all students, you know. It's the same for laws! (Lawful)" + ], + [ + "6", + "Recreation. All this studying crap wasn't worth anything if you weren't partying when you were done. Meet me down at the tavern, okay? (Chaotic)" + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I came to the 5. Alabaster Lyceum with no one, but I fell in love with the city of Emon, the City of Fellowship. I've finally found a place that feels like home!" + ], + [ + "2", + "Most of my professors drove me to frustration, but there's one who was kind and wise. I know they'll always have my back." + ], + [ + "3", + "My family saved every copper piece to give me the opportunities I have now. I can't let them down." + ], + [ + "4", + "I came to the 5. Alabaster Lyceum with a childhood friend, but we've long been drifting apart." + ], + [ + "5", + "Discovery is the only thing that matters to me. The topic doesn't matter. Books keep me company on my loneliest days." + ], + [ + "6", + "The 5. Alabaster Lyceum is my life. I'd give up anything\u2014everything\u2014to protect it from harm." + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The 5. Alabaster Lyceum taught me to never want to leave my room. The campus was so huge, and the crowds were so horrible." + ], + [ + "2", + "You think you're so great just because you've got muscles, and endurance, and...shut up! Read a book sometime!" + ], + [ + "3", + "Huh? What? Sorry, I was thinking about a test I need to retake when I get back to school...." + ], + [ + "4", + "I spent too much time studying. Now I don't have any friends." + ], + [ + "5", + "If you don't match my aesthetic, I'm not interested in you. We can work together, but we won't be friends. Got it?" + ], + [ + "6", + "I'm always striving for perfection. I got top of my class, sure, but only with a 98 average. And that's. Not. Perfect." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Reformed Cultist", + "source": "TDCSR", + "page": 185, + "skillProficiencies": [ + { + "deception": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "vestments" + }, + { + "item": "holy symbol", + "displayName": "a holy symbol of your previous cult" + }, + "common clothes", + { + "item": "pouch", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + "Two pantheons have battled over the fate of Exandria since the world's founding\u2014the Prime Deities and the Betrayer Gods. During the The Calamity, the Prime Deities allied themselves with the mortal races of Exandria, their original creations, to protect their flawed world and its multifarious forms of life. The Betrayers sought to wipe the slate clean.", + "At the end of that devastating war, the Prime Deities established a Divine Gate that would prevent all gods, good or evil, from directly affecting the world, but which would leave the gods' mortal followers and supernal servants to enact their will. And so the corrupting whispers of the Betrayer Gods have ensnared the minds of power-hungry mortals for centuries, promising them a sliver of the gods' great power in exchange for dedicating their souls to occult lore.", + "You once belonged to such a cult of the Betrayer Gods. Perhaps this faith only briefly tempted your rebellious, youthful spirit. Perhaps the cult gave you love and family when you had none, asking only your adherence to their prophet in exchange. Or maybe you were raised from birth to pay homage to gods of selfish cruelty\u2014until one fateful day the veil was lifted, so that nothing stood between you and the horrifying truth.", + "However it happened, you were freed from the shackles of this poisonous sect. Yet you know that this group does not forgive betrayers. As long as you live, you will be hunted\u2014and if the members of the cult think you dead, their hunt will begin again the second they learn they're wrong." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Deception and Religion" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Fell Teachings", + "page": 186, + "entry": [ + "You were inundated with knowledge about one of the Betrayer Gods, and know by heart everything from their basic commandments to some of their most esoteric secrets. Choose one of the Betrayer Gods. You have advantage on Intelligence (Religion) checks to know information about their faith, including obscure secrets unknown to most worshipers.", + "Additionally, you can work with your GM to create a secret that you learned during your time in the cult. This secret might be the seed of a conspiracy, a myth of a legendary hero whose true meaning has mutated over the years, or even the location of a fabled artifact of the gods." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "page": 186, + "entry": [ + "The life of every former cultist is defined to some degree by the process of fleeing the past, and of trying to make a future away from the beliefs that once claimed them. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal might involve your desire to take down and destroy those who promote the evil you escaped, and perhaps finding new faith in a forgiving god.", + { + "type": "table", + "caption": "Reformed Cultist Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I need a dagger close at hand at all times. Just in case they find me." + ], + [ + "2", + "I can't believe I'm out here fighting monsters. After everything I've been through, why can't I find a normal life?" + ], + [ + "3", + "I need a stiff drink before I do anything stressful these days. I know it's a problem. Just...let me have this." + ], + [ + "4", + "Murder is okay when it's for a good cause! I didn't tear my past out by the roots so I could let evil people cause more harm." + ], + [ + "5", + "My past is filled with stories like you wouldn't believe. Ones that'll really make your skin crawl. Do you want to hear...?" + ], + [ + "6", + "Yeah, I'm crying. I do that. Get over yourself." + ], + [ + "7", + "I know you've told me your name twice already, but that's not good enough. How can I be sure you are who you say you are?" + ], + [ + "8", + "My mind is always racing. I can't...I just need to...you have to give me a second\u2014or else I can't...organize my thoughts." + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Life. I've spent too long shackled to an evil master. No matter what happened before, I deserve my freedom now. (Chaotic)" + ], + [ + "2", + "Redemption. People can change, but redemption must be something they choose for themselves. If they do, it is my duty to help them along that path. (Good)" + ], + [ + "3", + "Power. When I abandoned the cult, it wasn't out of some misguided sense of righteousness. That pathetic organization was merely a shackle on my potential. (Evil)" + ], + [ + "4", + "Vengeance. The cult has poisoned my life. I will see all its followers suffer. (Any)" + ], + [ + "5", + "Hierarchy. The cult was vile, but its strength was in stability and organization. As long as good folk lack unity, evil will always triumph. (Lawful)" + ], + [ + "6", + "Reparations. As a cultist, I harmed people whose names I'll never know. I feel obligated to repay my debt by aiding others. (Good)" + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My cousin escaped the cult with me. I lost track of them when we fled, but I know they're alive. I can feel it." + ], + [ + "2", + "I was saved from the cult by a priest of one of the Prime Deities. If not for that sign of faith, I would surely be lost." + ], + [ + "3", + "I was told by the person who saved me that a sage once said: \"Life needs things to live.\" I don't know what that means, but I've dedicated my existence to finding out." + ], + [ + "4", + "One of my cultist parents had a change of heart when I was a teenager, and we fled together in the dark of night. I didn't want to leave, but I understand now that their courage saved my life." + ], + [ + "5", + "I was bested by a warrior when I fumbled a cult-ordered assassination. I don't know why that person took pity on me, but they gave me purpose when I was lost." + ], + [ + "6", + "Now that I've saved myself, the only person important to me is my former cult leader\u2014because I've sworn that they'll die by my hand." + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm haunted by what I saw in those ritual chambers. Every time I see blood, I...oh, gods, I can't bear to even think about it." + ], + [ + "2", + "I ran from the cult long ago. But deep down, there's a part of me that still thinks they were right about certain things." + ], + [ + "3", + "I can't help but feel a rush whenever I see a life snuffed out before me. Just one more kill... just one more." + ], + [ + "4", + "Organized religion terrifies me. Betrayer Gods or Prime Deities...it doesn't matter. The sight of the faithful freezes my blood cold." + ], + [ + "5", + "Oh, I always tell the truth. Always. I've never had to keep a secret from anyone, so of course I'll be open with you." + ], + [ + "6", + "I don't trust easily. If you grew up being lied to about every little thing? The fundamental nature of the world? You wouldn't, either." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Whitestone Rifle Corps", + "source": "TDCSR", + "page": 187, + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "perception", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "weaponProficiencies": [ + { + "firearms": true + } + ], + "startingEquipment": [ + { + "a": [ + "musket" + ], + "b": [ + "pistol" + ] + }, + { + "_": [ + "common clothes", + { + "item": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "You trained with the elite forces charged with the defense and protection of the isolated city-state of Whitestone, with much of that training focused on how to care for, protect, and safeguard the firearms that are the weapons of the Whitestone Rifle Corps. You are also entrusted with a solemn duty\u2014to never let the secrets of your liege-lord's deadly creations fall into the wrong hands.", + "You might have come to Whitestone to prove yourself worthy of wielding the secretive and highly coveted firearms created there, and to seek instruction from warriors who have mastered those weapons. Or you might have grown up in Whitestone, perhaps even remembering the brutal days when Scars of the Briarwoods ruled your homeland\u2014a reign that began some thirty years ago and lasted for six harrowing years.", + "Alternatively, you or your parents might have come to Whitestone as refugees fleeing the destruction of the The Chroma Conclave attack on Tal'Dorei. If so, your life in the city-state might have been a relatively peaceful one, dwelling among the engineers, artisans, and merchants seeking to capitalize upon Whitestone reputation as an up-and-coming center of trade, culture, and invention.", + "When you choose this background, decide whether you were a member of the Whitestone Rifle Corps, the Pale Guard, or the Grey Hunters. The Whitestone has more information about the Pale Guard, as well as the armaments and militia in the city-state. See below for more information on the Grey Hunters." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Your choice of two of the following: Athletics, Perception, or Survival" + }, + { + "type": "item", + "name": "Weapon Proficiencies:", + "entry": "Firearms" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Your choice of a musket or a pistol, a set of common clothes, and a pouch containing 10 gp" + } + ] + }, + { + "type": "entry", + "name": "Feature: Legacy of Secrecy", + "page": 187, + "entry": [ + "You have been entrusted with the use and care of a weapon both powerful and terrifying. The rifle you wield might transform the face of warfare and life in Tal'Dorei. It is a weapon that haunts the mind of its creator, Percival de Rolo, manifesting as a pain that lives always behind his kind eyes.", + "You were granted a musket or a pistol by your commander in the Whitestone Rifle Corps. This weapon is a symbol of your status, and when you display it, other folk around you\u2014particularly adventurers, mercenaries, guards, engineers, and weapons enthusiasts\u2014treat you differently. You might be seen as a noble defender of the people, a selfish hoarder of power, or anything in between, at the GM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entry", + "name": "Suggested Characteristics", + "page": 188, + "entry": [ + "Those who join the Whitestone Rifle Corps become members of an elite and trusted band known as the city-state's staunchest defenders. But this means working with your GM to determine why you're not at home protecting Whitestone. Perhaps you took on a mission to guard someone on behalf of the de Rolo family, or you might have been separated from your company while on an assignment. Either way, you find yourself embroiled now in a series of new adventures as you try to make your way back home.", + { + "type": "table", + "caption": "Rifle Corps Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I want to make a good impression at all times. That means keeping my clothes and gear clean and in top condition." + ], + [ + "2", + "I don't like being the center of attention. I'd rather let someone else do the talking while I watch their back." + ], + [ + "3", + "I feel safe only if I'm carrying my trusty rifle. And my dagger. And my concealed pistol. Oh, and of course my...." + ], + [ + "4", + "I don't trust people with my secrets easily, so it feels like a big deal when someone else shares a secret with me." + ], + [ + "5", + "I like coming up with solutions to problems using my esoteric knowledge of natural philosophy." + ], + [ + "6", + "Everyone around me takes things so seriously. Sometimes I just want to let loose and have fun!" + ], + [ + "7", + "Knowing things that other people don't know makes me feel special and important." + ], + [ + "8", + "I'm most at home in woods and mountains, where everything feels at once familiar, always growing and changing." + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Responsibility. I have a duty to protect the people of Whitestone and to uphold the trust placed in me by the de Rolos. (Lawful)" + ], + [ + "2", + "Militarization. Everyone should have access to the most powerful weapons available, so they can defend themselves effectively. (Evil)" + ], + [ + "3", + "Cooperation. Any problem can be solved as long as people are willing to work together. (Good)" + ], + [ + "4", + "Camaraderie. It's important to have people you can trust to help out in a fight\u2014and to uncork a bottle together afterward. (Any)" + ], + [ + "5", + "Context. There are no universal rights or wrongs. Every choice depends on the details of the situation. (Chaotic)" + ], + [ + "6", + "Secrecy. Information is valuable, but it can also be dangerous. I'll keep my mouth shut and gather as much intel as I can. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Bons", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I never knew what to do with myself until I joined the Rifle Corps. Now I have a purpose and comrades to give me direction." + ], + [ + "2", + "One of my fellow Rifle Corps soldiers saved my life\u2014and then I saved theirs. That kind of bond lasts forever." + ], + [ + "3", + "Whitestone is the best city in all of Tal'Dorei. Nowhere else has been blessed by the Dawnfather and has a clock that tracks the movement of the stars!" + ], + [ + "4", + "My quick thinking saved a noble from assassination, and she showed me great kindness in return. I daren't say it, but I'm more loyal to her than I am to the de Rolos." + ], + [ + "5", + "My weapon is my life. I clean it, repair it, and care for it\u2014and it serves me loyally in return." + ], + [ + "6", + "The people of Whitestone cared for my family when we had nothing. I promise to repay their compassion with my service." + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Who cares about keeping this gun safe? \"Don't let it fall into the wrong hands!\" Ha! It's only a matter of time before someone slips up and these weapons are everywhere." + ], + [ + "2", + "I think being part of the Rifle Corps is so cool. I love telling people about my position so I can impress them." + ], + [ + "3", + "My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original." + ], + [ + "4", + "I'm tired of protecting spoiled people who don't know how to protect themselves." + ], + [ + "5", + "I shoot first and ask questions later." + ], + [ + "6", + "The first and only time I killed someone, it changed my life. I still dream about it, and I'll never be the carefree person I was before." + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Relationships", + "colLabels": [ + "d6", + "Current Relationship" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I retired honorably from the Rifle Corps\u2014and now it's time for me to pursue my own adventures." + ], + [ + "2", + "I'm on an important mission to protect Whitestone or guard one of our allies." + ], + [ + "3", + "Whitestone is in trouble, and I was sent away to seek help." + ], + [ + "4", + "I don't think firearms technology should be kept secret, so I escaped from the Rifle Corps with my weapon and am on the run." + ], + [ + "5", + "I was on a mission with my company when I got separated from them. Now I need to find my way back home." + ], + [ + "6", + "My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original. (Grey Hunters variant only)" + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classes": [], + "feats": [ + { + "name": "Cruel", + "source": "TDCSR", + "page": 190, + "entries": [ + "The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.", + "You can roll a cruelty die under any of the following circumstances, with the indicated result:", + { + "type": "list", + "items": [ + "When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.", + "When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.", + "When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check." + ] + }, + "You regain all spent cruelty dice when you finish a long rest." + ] + }, + { + "name": "Flash Recall", + "source": "TDCSR", + "page": 190, + "prerequisite": "Spellcasting", + "entries": [ + "You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.", + "As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a wizard) or from your class spell list (if you're not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.", + "Once you use this feat to recall a spell, you can't do so again until you complete a short or long rest." + ] + }, + { + "name": "Mystic Conflux", + "source": "TDCSR", + "page": 190, + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1e": [ + "identify" + ] + } + } + } + } + ], + "entries": [ + "You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:", + { + "type": "list", + "items": [ + "You can attune to up to four magic items at once.", + "You can cast the identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again." + ] + } + ] + }, + { + "name": "Remarkable Recovery", + "source": "TDCSR", + "page": 190, + "ability": "Con +1", + "entries": [ + "Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).", + "Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1)." + ] + } + ] + }, + { + "name": "Spelldriver", + "source": "TDCSR", + "page": 190, + "prerequisite": "Spellcasting and level 11", + "entries": [ + "Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting.", + "When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher." + ] + }, + { + "name": "Thrown Arms Master", + "source": "TDCSR", + "page": 191, + "ability": "Choose 1 from Str, Dex +1", + "entries": [ + "You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.", + "Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.", + "When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way." + ] + } + ] + }, + { + "name": "Vital Sacrifice", + "source": "TDCSR", + "page": 191, + "entries": [ + "You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.", + "You can expend this blood boon to gain one of the following benefits:", + { + "type": "list", + "items": [ + "When you make an attack roll, you roll 1d6 and add it to the total.", + "When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.", + "When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled." + ] + }, + "The damage you take to gain a blood boon can't be reduced in any way." + ] + } + ], + "races": [], + "spells": [ + { + "name": "Freedom of the Waves", + "source": "TDCSR", + "page": 176, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a strand of wet hair" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.", + "If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "MT", + "Y" + ] + }, + { + "name": "Freedom of the Winds", + "source": "TDCSR", + "page": 176, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a scrap of sailcloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.", + "When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear." + ], + "miscTags": [ + "ADV", + "SGT", + "TP" + ] + } + ] + }, + { + "name": "Tasha's Cauldron of Everything", + "acronym": "TCE", + "backgrounds": [], + "classes": [], + "feats": [ + { + "name": "Artificer Initiate", + "source": "TCE", + "page": 79, + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "1": { + "_": [ + { + "choose": "level=0" + } + ], + "daily": { + "1": [ + { + "choose": "level=1" + } + ] + } + } + } + } + ], + "entries": [ + "You've learned some of an artificer's inventiveness:", + { + "type": "list", + "items": [ + "You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.", + "You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.", + "You gain proficiency with one type of artisan's toolsof your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability." + ] + } + ] + }, + { + "name": "Chef", + "source": "TCE", + "page": 79, + "ability": "Choose 1 from Con, Wis +1", + "toolProficiencies": [ + { + "cook's utensils": true + } + ], + "entries": [ + "Time spent mastering the culinary arts has paid off, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with cook's utensils if you don't already have it.", + "As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.", + "With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus." + ] + } + ] + }, + { + "name": "Crusher", + "source": "TCE", + "page": 79, + "ability": "Choose 1 from Str, Con +1", + "entries": [ + "You are practiced in the art of crushing your enemies, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.", + "When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn." + ] + } + ] + }, + { + "name": "Eldritch Adept", + "source": "TCE", + "page": 79, + "prerequisite": "Spellcasting", + "entries": [ + "Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.", + "Whenever you gain a level, you can replace the invocation with another one from the warlock class." + ] + }, + { + "name": "Fey Touched", + "source": "TCE", + "page": 79, + "ability": "Choose 1 from Int, Wis, Cha +1", + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "1": { + "daily": { + "1e": [ + "misty step", + { + "choose": "level=1" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Feywild's magic has changed you, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Fighting Initiate", + "source": "TCE", + "page": 80, + "prerequisite": "Proficiency with martial weapons", + "entries": [ + "Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.", + "Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have." + ] + }, + { + "name": "Gunner", + "source": "TCE", + "page": 80, + "ability": "Dex +1", + "weaponProficiencies": [ + { + "firearms": true + } + ], + "entries": [ + "You have a quick hand and keen eye when employing firearms, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with firearms (see \"Firearms\" in the Dungeon Master's Guide).", + "You ignore the loading property of firearms.", + "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls." + ] + } + ] + }, + { + "name": "Metamagic Adept", + "source": "TCE", + "page": 80, + "prerequisite": "Spellcasting", + "entries": [ + "You've learned how to exert your will on your spells to alter how they function:", + { + "type": "list", + "items": [ + "You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.", + "You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest." + ] + } + ] + }, + { + "name": "Piercer", + "source": "TCE", + "page": 80, + "ability": "Choose 1 from Str, Dex +1", + "entries": [ + "You have achieved a penetrating precision in combat, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.", + "When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes." + ] + } + ] + }, + { + "name": "Poisoner", + "source": "TCE", + "page": 80, + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "entries": [ + "You can prepare and deliver deadly poisons, granting you the following benefits:", + { + "type": "list", + "items": [ + "When you make a damage roll that deals poison damage, it ignores resistance to poison damage.", + "You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.", + "You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn." + ] + } + ] + }, + { + "name": "Shadow Touched", + "source": "TCE", + "page": 80, + "ability": "Choose 1 from Int, Wis, Cha +1", + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "1": { + "daily": { + "1e": [ + "invisibility", + { + "choose": "level=1" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Skill Expert", + "source": "TCE", + "page": 80, + "ability": "Choose Any +1", + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "entries": [ + "You have honed your proficiency with particular skills, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in one skill of your choice.", + "Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + } + ] + }, + { + "name": "Slasher", + "source": "TCE", + "page": 81, + "ability": "Choose 1 from Str, Dex +1", + "entries": [ + "You've learned where to cut to have the greatest results, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.", + "When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls." + ] + } + ] + }, + { + "name": "Telekinetic", + "source": "TCE", + "page": 81, + "ability": "Choose 1 from Int, Wis, Cha +1", + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "1": [ + "mage hand" + ] + } + } + ], + "entries": [ + "You learn to move things with your mind, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.", + "As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save." + ] + } + ] + }, + { + "name": "Telepathic", + "source": "TCE", + "page": 81, + "ability": "Choose 1 from Int, Wis, Cha +1", + "entries": [ + "You awaken the ability to mentally connect with others, granting you the following benefits:", + { + "type": "list", + "items": [ + "You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.", + "You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them." + ] + } + ] + } + ], + "races": [], + "spells": [ + { + "name": "Blade of Disaster", + "source": "TCE", + "level": 9, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).", + "As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.", + "The blade can harmlessly pass through any barrier, including a wall of force." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Booming Blade", + "source": "TCE", + "page": 106, + "otherSources": [ + { + "source": "SCAG", + "page": 142 + } + ], + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.", + "This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)." + ], + "scalingLevelDice": [ + { + "label": "thunder damage on moving", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + { + "label": "thunder damage on hit", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + } + ], + "damageInflict": [ + "thunder" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + } + ], + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Dream of the Blue Veil", + "source": "TCE", + "page": 106, + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magic item or a willing creature from the destination world" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 6 + } + } + ], + "entries": [ + "You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.", + "To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.", + "The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported." + ], + "conditionInflict": [ + "unconscious" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "hasFluff": true + }, + { + "name": "Green-Flame Blade", + "source": "TCE", + "page": 107, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.", + "This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)." + ], + "scalingLevelDice": [ + { + "label": "fire damage to secondary creature", + "scaling": { + "1": "spellcasting_mod", + "5": "1d8 + spellcasting_mod", + "11": "2d8 + spellcasting_mod", + "17": "3d8 + spellcasting_mod" + } + }, + { + "label": "fire damage on hit", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + } + ], + "damageInflict": [ + "fire" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST", + "MT" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + } + ], + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Intellect Fortress", + "source": "TCE", + "page": 107, + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageResist": [ + "psychic" + ], + "damageImmune": [ + "psychic" + ], + "damageVulnerable": [ + "psychic" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "fromClassListVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Lightning Lure", + "source": "TCE", + "page": 107, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.", + "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "scalingLevelDice": { + "label": "lightning damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + } + ], + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Mind Sliver", + "source": "TCE", + "page": 108, + "level": 0, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", + "This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Aberrant Mind", + "source": "TCE" + } + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Spirit Shroud", + "source": "TCE", + "page": 108, + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.", + "Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.", + "In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd." + ] + } + ], + "damageInflict": [ + "radiant", + "necrotic", + "cold" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Aberration", + "source": "TCE", + "page": 109, + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Aberrant Mind", + "source": "TCE" + } + } + ], + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Beast", + "source": "TCE", + "page": 109, + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp", + "cost": 20000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Celestial", + "source": "TCE", + "page": 110, + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a golden reliquary worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Summon Construct", + "source": "TCE", + "page": 111, + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an ornate stone and metal lockbox worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Clockwork Soul", + "source": "TCE" + } + } + ], + "fromClassListVariant": [ + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Elemental", + "source": "TCE", + "page": 111, + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fathomless", + "source": "TCE" + } + } + ], + "fromClassListVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Fey", + "source": "TCE", + "page": 112, + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded flower worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Fiend", + "source": "TCE", + "page": 112, + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "humanoid blood inside a ruby vial worth at least 600 gp", + "cost": 60000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Summon Shadowspawn", + "source": "TCE", + "page": 113, + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "tears inside a gem worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Summon Undead", + "source": "TCE", + "page": 114, + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded skull worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Sword Burst", + "source": "TCE", + "page": 115, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.", + "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + } + ], + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Tasha's Caustic Brew", + "source": "TCE", + "page": 115, + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of rotten food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + }, + { + "name": "Tasha's Mind Whip", + "source": "TCE", + "page": 115, + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Tasha's Otherworldly Guise", + "source": "TCE", + "page": 116, + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an object engraved with a symbol of the Outer Planes, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:", + "• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).", + "• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).", + "• Spectral wings appear on your back, giving you a flying speed of 40 feet.", + "• You have a +2 bonus to AC.", + "• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.", + "• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn." + ], + "conditionInflict": [ + "charmed", + "poisoned" + ], + "miscTags": [ + "MAC" + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + } + } + ] + }, + { + "name": "The Tortle Package", + "acronym": "TTP", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Tortle", + "entries": [ + { + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air." + ], + "type": "entries" + }, + { + "name": "Natural Armor", + "entries": [ + "Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal." + ], + "type": "entries" + }, + { + "name": "Shell Defense", + "entries": [ + "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell." + ], + "type": "entries" + } + ], + "ac": { + "value": 17 + }, + "attacks": [ + { + "name": "Claws", + "damage": [ + 1, + 4, + 0 + ], + "bonus": "str", + "type": "bludgeoning", + "save": false, + "proficient": true, + "range": "5ft." + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "languageProficiencies": [ + { + "aquan": true, + "common": true + } + ], + "ability": [ + { + "str": 2, + "wis": 1 + } + ], + "size": "M", + "speed": 30, + "short": "Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness.", + "URL": "https://5etools.com/img/races/Tortle.png" + } + ], + "spells": [] + }, + { + "name": "The Wild Beyond the Witchlight", + "acronym": "WBtW", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Fairy", + "source": "WBtW", + "size": "S", + "speed": { + "walk": 30, + "fly": 30 + }, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor." + ] + }, + { + "type": "entries", + "name": "Fairy Magic", + "entries": [ + "You know the druidcraft cantrip.", + "Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "short": "Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.", + "URL": "https://5etools.com/img/races/WBtW/Fairy.png" + }, + { + "name": "Harengon", + "size": "M", + "speed": 30, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Hare-Trigger", + "entries": [ + "You can add your proficiency bonus to your initiative rolls." + ] + }, + { + "type": "entries", + "name": "Lucky Footwork", + "entries": [ + "When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0." + ] + }, + { + "type": "entries", + "name": "Rabbit Hop", + "entries": [ + "As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "short": "Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring.", + "URL": "https://5etools.com/img/races/WBtW/Harengon.png" + } + ], + "spells": [] + }, + { + "name": "Tomb of Annihilation", + "acronym": "ToA", + "backgrounds": [ + { + "name": "Anthropologist", + "source": "ToA", + "entries": [ + "You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation- by visiting far-flung settlements and exploring local histories and customs." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Religion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Adept Linguist", + "type": "entry", + "entry": [ + "You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I prefer the company of those who aren't like me, including people of other races" + ], + [ + "2", + "I'm a stickler when it comes to observing proper etiquette and local customs" + ], + [ + "3", + "I would rather observe than meddle" + ], + [ + "4", + "By living among violent people, I have become desensitized to violence." + ], + [ + "5", + "I would risk life and limb to discover a new culture or unravel the secrets of a dead one." + ], + [ + "6", + "When I arrive at a new settlement for the first time, I must learn all its customs." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Discovery. I want to be the first person to discover a lost culture. (Any)" + ], + [ + "2", + "Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Lawful)" + ], + [ + "3", + "Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)" + ], + [ + "4", + "Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)" + ], + [ + "5", + "Protection. I must do everything possible to save a society facing extinction. (Good)" + ], + [ + "6", + "Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me." + ], + [ + "2", + "Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring." + ], + [ + "3", + "Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them." + ], + [ + "4", + "I want to learn more about a particular humanoid culture that fascinates me." + ], + [ + "5", + "I seek to avenge a clan, tribe, kingdom, or empire that was wiped out." + ], + [ + "6", + "I have a trinket that I believe is the key to finding a long-lost society." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Boats make me seasick." + ], + [ + "2", + "I talk to myself, and I don't make friends easily." + ], + [ + "3", + "I believe that I'm intellectually superior to people from other cultures and have much to teach them." + ], + [ + "4", + "I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs." + ], + [ + "5", + "I complain about everything." + ], + [ + "6", + "I wear a tribal mask and never take it off." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Archaeologist", + "source": "ToA", + "entries": [ + "An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Cartographer's tools or navigator's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp" + } + ] + }, + { + "name": "Historical Knowledge", + "type": "entry", + "entry": [ + "When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I love a good puzzle or mystery" + ], + [ + "2", + "I'm a pack rat who never throws anything away." + ], + [ + "3", + "Fame is more important to me than money." + ], + [ + "4", + "I have no qualms about stealing from the dead." + ], + [ + "5", + "I'm happier in a dusty old tomb than I am in the centers of civilization." + ], + [ + "6", + "Traps don't make me nervous. Idiots who trigger traps make me nervous." + ], + [ + "7", + "I might fail, but I will never give up." + ], + [ + "8", + "You might think I'm a scholar, but I love a good brawl. These fists were made for punching." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Preservation. That artifact belongs in a museum. (Good)" + ], + [ + "2", + "Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)" + ], + [ + "3", + "Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)" + ], + [ + "4", + "Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)" + ], + [ + "5", + "Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any)" + ], + [ + "6", + "Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books." + ], + [ + "2", + "I want to find my mentor, who disappeared on an expedition some time ago." + ], + [ + "3", + "I have a friendly rival. Only one of us can be the best, and I aim to prove it's me." + ], + [ + "4", + "I won't sell an art object or other treasure that has historical significance or is one of a kind." + ], + [ + "5", + "I'm secretly in love with the wealthy patron who sponsors my archaeological exploits." + ], + [ + "6", + "I hope to bring prestige to a library, a museum, or a university." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a secret fear of some common wild animal - and in my work, I see them everywhere." + ], + [ + "2", + "I can't leave a room without searching it for secret doors." + ], + [ + "3", + "When I'm not exploring dungeons or ruins. I get jittery and impatient." + ], + [ + "4", + "I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition." + ], + [ + "5", + "When given the choice of going left or right, I always go left." + ], + [ + "6", + "I can't sleep except in total darkness." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "navigator's tools", + "cartographer's tools" + ] + } + } + ] + } + ], + "classes": [], + "feats": [], + "races": [], + "spells": [] + }, + { + "name": "Van Richten's Guide to Ravenloft", + "acronym": "VRGR", + "backgrounds": [ + { + "name": "Investigator", + "source": "VRGR", + "entries": [ + "You relentlessly seek the truth. Perhaps you're motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Choose two from among Insight, Investigation, or Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, Thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets later in this chapter), a set of common clothes, and 10 gp" + } + ] + }, + { + "name": "Feature: Official Inquiry", + "type": "entry", + "entry": [ + "You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own." + ], + "data": { + "isFeature": true + } + }, + { + "type": "section", + "name": "Horror Characteristics", + "id": "0a4", + "entry": [ + "Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.", + { + "type": "table", + "caption": "Horror Character Personality Traits", + "colLabels": [ + "d12", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I had an encounter that I believe gives me a special affinity with a supernatural creature or event." + ], + [ + "2", + "A signature piece of clothing or distinct weapon serves as an emblem of who I am." + ], + [ + "3", + "I never accept that I'm out of my depth." + ], + [ + "4", + "I must know the answer to every secret. No door remains unopened in my presence." + ], + [ + "5", + "I let people underestimate me, revealing my full competency only to those close to me." + ], + [ + "6", + "I compulsively seek to collect trophies of my travels and victories." + ], + [ + "7", + "It doesn't matter if the whole world's against me. I'll always do what I think is right." + ], + [ + "8", + "I have morbid interests and a macabre aesthetic." + ], + [ + "9", + "I have a personal ritual, mantra, or relaxation method I use to deal with stress." + ], + [ + "10", + "Nothing is more important than life, and I never leave anyone in danger." + ], + [ + "11", + "I'm quick to jump to extreme solutions. Why risk a lesser option not working?" + ], + [ + "12", + "I'm easily startled, but I'm not a coward." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Ideals", + "colLabels": [ + "d12", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations." + ], + [ + "2", + "Balance. I strive to counter the deeds of someone for whom I feel responsible." + ], + [ + "3", + "Bound. I've wronged someone and must work their will to avoid their curse." + ], + [ + "4", + "Escape. I believe there is something beyond the world I know, and I need to find it." + ], + [ + "5", + "Legacy. I must do something great so that I'm remembered, and my time is running out." + ], + [ + "6", + "Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds." + ], + [ + "7", + "Obsession. I've lived this way for so long that I can't imagine another way." + ], + [ + "8", + "Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy." + ], + [ + "9", + "Promise. My life is no longer my own. I must fulfill the dream of someone who's gone." + ], + [ + "10", + "Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists." + ], + [ + "11", + "Sanctuary. I know the forces at work in the world and strive to create islands apart from them." + ], + [ + "12", + "Truth. I care about the truth above all else, even if it doesn't benefit anyone." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Bonds", + "colLabels": [ + "d12", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I desperately need to get back to someone or someplace, but I lost them in the Mists." + ], + [ + "2", + "Everything I do is in the service of a powerful master, one I must keep a secret from everyone." + ], + [ + "3", + "I owe much to my vanished mentor. I seek to continue their work even as I search to find them." + ], + [ + "4", + "I've seen great darkness, and I'm committed to being a light against it—the light of all lights." + ], + [ + "5", + "Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them." + ], + [ + "6", + "The world has been convinced of a terrible lie. It's up to me to reveal the truth." + ], + [ + "7", + "I deeply miss someone and am quick to adopt people who remind me of them." + ], + [ + "8", + "A great evil dwells within me. I will fight against it and the world's other evils for as long as I can." + ], + [ + "9", + "I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself." + ], + [ + "10", + "Spirits are drawn to me. I do all I can to help them find peace." + ], + [ + "11", + "I use my cunning mind to solve mysteries and find justice for those who've been wronged." + ], + [ + "12", + "I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Flaws", + "colLabels": [ + "d12", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I believe doom follows me and that anyone who gets close to me will face a tragic end." + ], + [ + "2", + "I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could." + ], + [ + "3", + "I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists." + ], + [ + "4", + "I've done unspeakable evil and will do anything to prevent others from finding out." + ], + [ + "5", + "I am exceptionally credulous and believe any story or legend immediately." + ], + [ + "6", + "I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits." + ], + [ + "7", + "I know my future is written and that anything I do will lead to a prophesied end." + ], + [ + "8", + "I need to find the best in everyone and everything, even when that means denying obvious malice." + ], + [ + "9", + "I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there." + ], + [ + "10", + "I'm exceptionally cautious, planning laboriously and devising countless contingencies." + ], + [ + "11", + "I have a reputation for defeating a great evil, but that's a lie and the wicked force knows." + ], + [ + "12", + "I know the ends always justify the means and am quick to make sacrifices to attain my goals." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "perception" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "magnifying glass", + "common clothes", + { + "item": "Horror Trinket", + "displayName": "evidence from a past case (choose one or roll for a trinket from the Horror Trinkets)" + }, + { + "value": 10 + } + ] + } + ] + } + ], + "classes": [], + "feats": [], + "races": [ + { + "name": "Dhampir", + "size": "M", + "speed": { + "walk": 35, + "climb": 35 + }, + "darkvision": 60, + "attacks": [ + { + "name": "Vampiric Bite", + "damage": [ + 1, + 4, + 0 + ], + "bonus": "con", + "type": "piercing", + "range": "5ft.", + "save": false, + "proficient": true + } + ], + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "entries": [ + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Deathless Nature", + "entries": [ + "You don't need to breathe." + ] + }, + { + "type": "entries", + "name": "Spider Climb", + "entries": [ + "You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free." + ] + }, + { + "type": "entries", + "name": "Vampiric Bite", + "entries": [ + "Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.", + "When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:", + "• You regain hit points equal to the piercing damage dealt by the bite.", + "• You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite", + "You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "short": "Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers.", + "URL": "https://5etools.com/img/races/VRGR/Dhampir.png" + }, + { + "name": "Hexblood", + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Fey Resilience", + "entries": [ + "You have advantage on saving throws you make to avoid or end the charmed condition on yourself." + ] + }, + { + "type": "entries", + "name": "Eerie Token", + "entries": [ + "As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:", + "• Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.", + "• Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.", + "Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows." + ] + }, + { + "type": "entries", + "name": "Hex Magic", + "entries": [ + "You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage)." + ] + } + ], + "short": "Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft.", + "URL": "https://5etools.com/img/races/VRGR/Hexblood.png" + }, + { + "name": "Reborn", + "size": "M", + "speed": 30, + "traitTags": [ + "Improved Resting" + ], + "resist": [ + "poison" + ], + "entries": [ + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Deathless Nature", + "entries": [ + "You have escaped death, a fact represented by the following benefits:", + "• You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.", + "• You have advantage on death saving throws.", + "• You don't need to eat, drink, or breathe.", + "• You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness." + ] + }, + { + "type": "entries", + "name": "Knowledge from a Past Life", + "entries": [ + "You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "ability": [ + {} + ], + "subraces": [ + { + "name": "Strength", + "choose": true, + "ability": [ + { + "str": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Strength bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Dexterity", + "choose": true, + "ability": [ + { + "dex": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Dexterity bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Constitution", + "choose": true, + "ability": [ + { + "con": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Constitution bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Intelligence", + "choose": true, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Intelligence bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Wisdom", + "choose": true, + "ability": [ + { + "wis": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Wisdom bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + }, + { + "name": "Charisma", + "choose": true, + "ability": [ + { + "cha": 1, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "desc": "Charisma bonus. Race allows for a +2 attribute bonus and one other +1; or 3 unique +1." + } + ], + "short": "Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live.", + "URL": "https://5etools.com/img/races/VRGR/Reborn.png" + } + ], + "spells": [] + }, + { + "name": "Volo's Guide to Monsters", + "acronym": "VGM", + "backgrounds": [], + "classes": [], + "feats": [], + "races": [ + { + "name": "Aasimar", + "resist": [ + "necrotic", + "radiant" + ], + "entries": [ + { + "name": "Healing Hands", + "entries": [ + "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Light Bearer", + "entries": [ + "You know the light cantrip. Charisma is your spellcasting ability for it." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "celestial": true + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "cha": 2 + } + ], + "subraces": [ + { + "name": "Fallen", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "name": "Necrotic Shroud", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "desc": "An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow." + }, + { + "name": "Protector", + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Radiant Soul", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "desc": "Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil." + }, + { + "name": "Scourge", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Radiant Consumption", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "desc": "Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle." + } + ], + "short": "Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia.", + "URL": "https://5etools.com/img/races/Aasimar.png" + }, + { + "name": "Bugbear", + "skillProficiencies": [ + { + "stealth": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Long-Limbed", + "entries": [ + "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "short": "Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around.", + "URL": "https://5etools.com/img/races/Bugbear.png" + }, + { + "name": "Firbolg", + "entries": [ + { + "name": "Firbolg Magic", + "entries": [ + "You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves." + ], + "type": "entries" + }, + { + "name": "Hidden Step", + "type": "entries", + "entries": [ + "As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Powerful Build", + "type": "entries", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "name": "Speech of Beast and Leaf", + "type": "entries", + "entries": [ + "You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them." + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "giant": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "wis": 2, + "str": 1 + } + ], + "short": "Firbolgs love nothing more than a peaceful day spent among the trees of an old forest, that they see as sacred places.", + "URL": "https://5etools.com/img/races/Firbolg.png" + }, + { + "name": "Goblin", + "entries": [ + { + "type": "entries", + "entries": [ + "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "name": "Fury of the Small" + }, + { + "name": "Nimble Escape", + "entries": [ + "You can take the Disengage or Hide action as a bonus action on each of your turns." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "size": "S", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "dex": 2, + "con": 1 + } + ], + "short": "Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings.", + "URL": "https://5etools.com/img/races/Goblin.png" + }, + { + "name": "Hobgoblin", + "weapons": [ + "martial" + ], + "armor": [ + "light" + ], + "entries": [ + { + "name": "Saving Face", + "entries": [ + "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "con": 2, + "int": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "short": "Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.", + "URL": "https://5etools.com/img/races/Hobgoblin.png" + }, + { + "name": "Kenku", + "entries": [ + { + "type": "entries", + "name": "Expert Forgery", + "entries": [ + "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects." + ] + }, + { + "name": "Mimicry", + "entries": [ + "You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can read and write Common and Auran, but you can only speak using your Mimicry trait." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "deception", + "sleight of hand", + "stealth" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "auran": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "short": "Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society.", + "URL": "https://5etools.com/img/races/Kenku.png" + }, + { + "name": "Kobold", + "entries": [ + { + "name": "Grovel, Cower, and Beg", + "entries": [ + "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Pack Tactics", + "entries": [ + "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated." + ], + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "size": "S", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "dex": 2, + "str": -2 + } + ], + "short": "Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies.", + "URL": "https://5etools.com/img/races/Kobold.png" + }, + { + "name": "Lizardfolk", + "attacks": [ + { + "name": "Bite", + "damage": [ + 1, + 6, + 0 + ], + "bonus": "str", + "type": "piercing", + "save": false, + "proficient": true, + "range": "5ft." + } + ], + "ac": { + "value": 13, + "bonus": "dex" + }, + "entries": [ + { + "name": "Cunning Artisan", + "entries": [ + "As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools." + ], + "type": "entries" + }, + { + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 15 minutes at a time." + ], + "type": "entries" + }, + { + "name": "Hungry Jaws", + "entries": [ + "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "nature", + "perception", + "stealth", + "survival" + ], + "count": 2 + } + } + ], + "size": "M", + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "short": "Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures.", + "URL": "https://5etools.com/img/races/Lizardfolk.png" + }, + { + "name": "Orc", + "entries": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "str": 2, + "con": 1, + "int": -2 + } + ], + "short": "Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.", + "URL": "https://5etools.com/img/races/Orc.png" + }, + { + "name": "Tabaxi", + "attacks": [ + { + "name": "Cat's Claws", + "damage": [ + 1, + 4, + 0 + ], + "bonus": "str", + "type": "bludgeoning", + "save": false, + "proficient": true, + "range": "5ft." + } + ], + "entries": [ + { + "name": "Feline Agility", + "entries": [ + "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "skillProficiencies": [ + { + "perception": true, + "stealth": true + } + ], + "size": "M", + "speed": { + "walk": 30, + "climb": 20 + }, + "darkvision": 60, + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "short": "Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders.", + "URL": "https://5etools.com/img/races/Tabaxi.png" + }, + { + "name": "Triton", + "entries": [ + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Control Air and Water", + "entries": [ + "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Emissary of the Sea", + "entries": [ + "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return." + ], + "type": "entries" + }, + { + "name": "Guardians of the Depths", + "entries": [ + "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment." + ], + "type": "entries" + } + ], + "size": "M", + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "str": 1, + "cha": 1, + "con": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "primordial": true + } + ], + "short": "Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.", + "URL": "https://5etools.com/img/races/Triton.png" + }, + { + "name": "Yuan-ti Pureblood", + "immune": "poison", + "entries": [ + { + "name": "Innate Spellcasting", + "entries": [ + "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells and other magical effects." + ], + "type": "entries" + }, + { + "name": "Poison Immunity", + "entries": [ + "You are immune to poison damage and the poisoned condition." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "abyssal": true, + "draconic": true + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "cha": 2, + "int": 1 + } + ], + "short": "Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature.", + "URL": "https://5etools.com/img/races/Yuan-ti Pureblood.png" + } + ], + "spells": [] + }, + { + "name": "Xanathar's Guide to Everything", + "acronym": "XGE", + "backgrounds": [], + "classes": [], + "feats": [ + { + "name": "Bountiful Luck", + "prerequisite": "Halfing", + "source": "XGE", + "page": 73, + "entries": [ + "Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!", + "When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.", + "When you use this ability, you can't use your Lucky racial trait before the end of your next turn." + ] + }, + { + "name": "Dragon Fear", + "prerequisite": "Dragonborn", + "source": "XGE", + "page": 74, + "entries": [ + "When angered, you radiate menace. You gain the following benefits:", + { + "type": "list", + "items": [ + "Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success." + ] + } + ], + "ability": "Choose Str, Con or Cha +1" + }, + { + "name": "Dragon Hide", + "prerequisite": "Dragonborn", + "source": "XGE", + "page": 74, + "entries": [ + "You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.", + "You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike." + ] + } + ], + "ability": "Choose Str, Con or Cha +1" + }, + { + "name": "Drow High Magic", + "prerequisite": "Elf (drow)", + "source": "XGE", + "page": 74, + "entries": [ + "You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells." + ] + }, + { + "name": "Dwarven Fortitude", + "prerequisite": "Dwarf", + "source": "XGE", + "page": 74, + "entries": [ + "You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." + ] + } + ], + "ability": "Con +1" + }, + { + "name": "Elven Accuracy", + "prerequisite": "Elf/Half-Elf", + "source": "XGE", + "page": 74, + "entries": [ + "The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once." + ] + } + ], + "ability": "Choose Dex, Int, Wis or Cha +1" + }, + { + "name": "Fade Away", + "prerequisite": "Gnome", + "source": "XGE", + "page": 74, + "entries": [ + "Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:", + { + "type": "list", + "items": [ + "Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest." + ] + } + ], + "ability": "Choose Dex or Int +1" + }, + { + "name": "Fey Teleportation", + "prerequisite": "Elf (High)", + "source": "XGE", + "page": 74, + "entries": [ + "Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn to speak, read, and write Sylvan.", + "You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell." + ] + } + ], + "ability": "Choose Int or Cha +1" + }, + { + "name": "Flames of Phlegethos", + "prerequisite": "Tiefling", + "source": "XGE", + "page": 74, + "entries": [ + "You learn to call on hellfire to serve your commands. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.", + "Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage." + ] + } + ], + "ability": "Choose Int or Cha +1" + }, + { + "name": "Infernal Constitution", + "prerequisite": "Tiefling", + "source": "XGE", + "page": 75, + "entries": [ + "Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to cold and poison damage.", + "You have advantage on saving throws against being poisoned." + ] + } + ], + "ability": "Con +1" + }, + { + "name": "Orcish Fury", + "prerequisite": "Half-Orc", + "source": "XGE", + "page": 75, + "entries": [ + "Your fury burns tirelessly. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.", + "Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack." + ] + } + ], + "ability": "Choose Str or Con +1" + }, + { + "name": "Prodigy", + "prerequisite": "Half-Elf/Half-Orc/Human", + "source": "XGE", + "page": 75, + "entries": [ + "You have a knack for learning new things. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.", + "Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + } + ] + }, + { + "name": "Second Chance", + "prerequisite": "Halfling", + "source": "XGE", + "page": 75, + "entries": [ + "Fortune favors you when someone tries to strike you. You gain the following benefits:", + { + "type": "list", + "items": [ + "When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest." + ] + } + ], + "ability": "Choose Dex, Con or Cha +1" + }, + { + "name": "Squat Nimbleness", + "prerequisite": "Dwarf/Small race", + "source": "XGE", + "page": 75, + "entries": [ + "You are uncommonly nimble for your race. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your walking speed by 5 feet.", + "You gain proficiency in the Acrobatics or Athletics skill (your choice).", + "You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled." + ] + } + ], + "ability": "Choose Str or Dex +1" + }, + { + "name": "Wood Elf Magic", + "prerequisite": "Elf (Wood)", + "source": "XGE", + "page": 75, + "entries": [ + "You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells." + ] + } + ], + "races": [], + "spells": [] + } +] \ No newline at end of file diff --git a/modified/cs-official-only-phb.json b/modified/cs-official-only-phb.json new file mode 100644 index 0000000..47ca86b --- /dev/null +++ b/modified/cs-official-only-phb.json @@ -0,0 +1,57976 @@ +[ + { + "name": "Player's Handbook", + "acronym": "PHB", + "backgrounds": [ + { + "name": "Acolyte", + "source": "PHB", + "entries": [ + "You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power.", + "Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Religion" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt common pouch containing 15 gp" + } + ] + }, + { + "name": "Shelter of the Faithful", + "type": "entry", + "entry": [ + "As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.", + "You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I idolize a particular hero of my faith, and constantly refer to that person's deeds and example." + ], + [ + "2", + "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace." + ], + [ + "3", + "I see omens in every event and action. The gods try to speak to us, we just need to listen." + ], + [ + "4", + "Nothing can shake my optimistic attitude." + ], + [ + "5", + "I quote (or misquote) sacred texts and proverbs in almost every situation." + ], + [ + "6", + "I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods." + ], + [ + "7", + "I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me." + ], + [ + "8", + "I've spent so long in the temple that I have little practical experience dealing with people in the outside world." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)" + ], + [ + "2", + "Charity. I always try to help those in need, no matter what the personal cost. (Good)" + ], + [ + "3", + "Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)" + ], + [ + "4", + "Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)" + ], + [ + "5", + "Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)" + ], + [ + "6", + "Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would die to recover an ancient relic of my faith that was lost long ago." + ], + [ + "2", + "I will someday get revenge on the corrupt temple hierarchy who branded me a heretic." + ], + [ + "3", + "I owe my life to the priest who took me in when my parents died." + ], + [ + "4", + "Everything I do is for the common people." + ], + [ + "5", + "I will do anything to protect the temple where I served." + ], + [ + "6", + "I seek to preserve a sacred text that my enemies consider heretical and seek to destroy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I judge others harshly, and myself even more severely." + ], + [ + "2", + "I put too much trust in those who wield power within my temple's hierarchy." + ], + [ + "3", + "My piety sometimes leads me to blindly trust those that profess faith in my god." + ], + [ + "4", + "I am inflexible in my thinking." + ], + [ + "5", + "I am suspicious of strangers and expect the worst of them." + ], + [ + "6", + "Once I pick a goal, I become obsessed with it to the detriment of everything else in my life." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Charlatan", + "source": "PHB", + "entries": [ + "You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage", + "You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment - nothing more than a bit of fat with a sprinkle of silver dust - can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Sleight of Hand" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, Forgery kit" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "False Identity", + "type": "entry", + "entry": [ + "You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I fall in and out of love easily, and am always pursuing someone." + ], + [ + "2", + "I have a joke for every occasion, especially occasions where humor is inappropriate." + ], + [ + "3", + "Flattery is my preferred trick for getting what I want." + ], + [ + "4", + "I'm a born gambler who can't resist taking a risk for a potential payoff." + ], + [ + "5", + "I lie about almost everything, even when there's no reason to." + ], + [ + "6", + "Sarcasm and insults are my weapons of choice." + ], + [ + "7", + "I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment." + ], + [ + "8", + "I pocket anything I see that might have some value." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Independence. I am a free spirit - no one tells me what to do. (Chaotic)" + ], + [ + "2", + "Fairness. I never target people who can't afford to lose a few coins. (Lawful)" + ], + [ + "3", + "Charity. I distribute the money I acquire to the people who really need it. (Good)" + ], + [ + "4", + "Creativity. I never run the same con twice. (Chaotic)" + ], + [ + "5", + "Friendship. Material goods come and go. Bonds of friendship last forever. (Good)" + ], + [ + "6", + "Aspiration. I'm determined to make something of myself. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about." + ], + [ + "2", + "I owe everything to my mentor - a horrible person who's probably rotting in jail somewhere." + ], + [ + "3", + "Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her." + ], + [ + "4", + "I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me." + ], + [ + "5", + "A powerful person killed someone I love. Some day soon, I'll have my revenge." + ], + [ + "6", + "I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I can't resist a pretty face." + ], + [ + "2", + "I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in." + ], + [ + "3", + "I'm convinced that no one could ever fool me the way I fool others." + ], + [ + "4", + "I'm too greedy for my own good. I can't resist taking a risk if there's money involved." + ], + [ + "5", + "I can't resist swindling people who are more powerful than me." + ], + [ + "6", + "I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "forgery kit": true + } + ] + }, + { + "name": "Criminal", + "source": "PHB", + "entries": [ + "You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Criminal Contact", + "type": "entry", + "entry": [ + "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a plan for when things go wrong." + ], + [ + "2", + "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me." + ], + [ + "3", + "The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden." + ], + [ + "4", + "I would rather make a new friend than a new enemy." + ], + [ + "5", + "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." + ], + [ + "6", + "I don't pay attention to the risks in a situation. Never tell me the odds." + ], + [ + "7", + "The best way to get me to do something is to tell me I can't do it." + ], + [ + "8", + "I blow up at the slightest insult." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Honor. I don't steal from others in the trade. (Lawful)" + ], + [ + "2", + "Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)" + ], + [ + "3", + "Charity. I steal from the wealthy so that I can help people in need. (Good)" + ], + [ + "4", + "Greed. I will do whatever it takes to become wealthy. (Evil)" + ], + [ + "5", + "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)" + ], + [ + "6", + "Redemption. There's a spark of good in everyone. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm trying to pay off an old debt I owe to a generous benefactor." + ], + [ + "2", + "My ill-gotten gains go to support my family." + ], + [ + "3", + "Something important was taken from me, and I aim to steal it back." + ], + [ + "4", + "I will become the greatest thief that ever lived." + ], + [ + "5", + "I'm guilty of a terrible crime. I hope I can redeem myself for it." + ], + [ + "6", + "Someone I loved died because of a mistake I made. That will never happen again." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I see something valuable, I can't think about anything but how to steal it." + ], + [ + "2", + "When faced with a choice between money and my friends, I usually choose the money." + ], + [ + "3", + "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it." + ], + [ + "4", + "I have a 'tell' that reveals when I'm lying." + ], + [ + "5", + "I turn tail and run when things look bad." + ], + [ + "6", + "An innocent person is in prison for a crime that I committed. I'm okay with that." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "thieves' tools": true + } + ] + }, + { + "name": "Entertainer", + "source": "PHB", + "entries": [ + "You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Acrobatics, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, one type of musical instrument" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "By Popular Demand", + "type": "entry", + "entry": [ + "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I know a story relevant to almost every situation." + ], + [ + "2", + "Whenever I come to a new place, I collect local rumors and spread gossip." + ], + [ + "3", + "I'm a hopeless romantic, always searching for that \"special someone\"." + ], + [ + "4", + "Nobody stays angry at me or around me for long, since I can defuse any amount of tension." + ], + [ + "5", + "I love a good insult, even one directed at me." + ], + [ + "6", + "I get bitter if I'm not the center of attention." + ], + [ + "7", + "I'll settle for nothing less than perfection." + ], + [ + "8", + "I change my mood or my mind as quickly as I change key in a song." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Beauty. When I perform, I make the world better than it was. (Good)" + ], + [ + "2", + "Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)" + ], + [ + "3", + "Creativity. The world is in need of new ideas and bold action. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money and fame. (Evil)" + ], + [ + "5", + "People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)" + ], + [ + "6", + "Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My instrument is my most treasured possession, and it reminds me of someone I love." + ], + [ + "2", + "Someone stole my precious instrument, and someday I'll get it back." + ], + [ + "3", + "I want to be famous, whatever it takes." + ], + [ + "4", + "I idolize a hero of the old tales and measure my deeds against that person's." + ], + [ + "5", + "I will do anything to prove myself superior to my hated rival." + ], + [ + "6", + "I would do anything for the other members of my old troupe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to win fame and renown." + ], + [ + "2", + "I'm a sucker for a pretty face." + ], + [ + "3", + "A scandal prevents me from ever going home again. That kind of trouble seems to follow me around." + ], + [ + "4", + "I once satirized a noble who still wants my head. It was a mistake that I will likely repeat." + ], + [ + "5", + "I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble." + ], + [ + "6", + "Despite my best efforts, I am unreliable to my friends." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "musical instrument": true + } + ] + }, + { + "name": "Folk Hero", + "source": "PHB", + "entries": [ + "You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Animal Handling, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Rustic Hospitality", + "type": "entry", + "entry": [ + "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I judge people by their actions, not their words." + ], + [ + "2", + "If someone is in trouble, I'm always ready to lend help." + ], + [ + "3", + "When I set my mind to something, I follow through no matter what gets in my way." + ], + [ + "4", + "I have a strong sense of fair play and always try to find the most equitable solution to arguments." + ], + [ + "5", + "I'm confident in my own abilities and do what I can to instill confidence in others." + ], + [ + "6", + "Thinking is for other people. I prefer action." + ], + [ + "7", + "I misuse long words in an attempt to sound smarter." + ], + [ + "8", + "I get bored easily. When am I going to get on with my destiny?" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. People deserve to be treated with dignity and respect. (Good)" + ], + [ + "2", + "Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)" + ], + [ + "3", + "Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)" + ], + [ + "4", + "Might. If I become strong, I can take what I want - what I deserve. (Evil)" + ], + [ + "5", + "Sincerity. There's no good in pretending to be something I'm not. (Neutral)" + ], + [ + "6", + "Destiny. Nothing and no one can steer me away from my higher calling. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a family, but I have no idea where they are. One day, I hope to see them again." + ], + [ + "2", + "I worked the land, I love the land, and I will protect the land." + ], + [ + "3", + "A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter." + ], + [ + "4", + "My tools are symbols of my past life, and I carry them so that I will never forget my roots." + ], + [ + "5", + "I protect those who cannot protect themselves." + ], + [ + "6", + "I wish my childhood sweetheart had come with me to pursue my destiny." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The tyrant who rules my land will stop at nothing to see me killed." + ], + [ + "2", + "I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure." + ], + [ + "3", + "The people who knew me when I was young know my shameful secret, so I can never go home again." + ], + [ + "4", + "I have a weakness for the vices of the city, especially hard drink." + ], + [ + "5", + "Secretly, I believe that things would be better if I were a tyrant lording over the land." + ], + [ + "6", + "I have trouble trusting in my allies." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "artisan's tools": true, + "vehicles (land)": true + } + ] + }, + { + "name": "Guild Artisan", + "source": "PHB", + "entries": [ + "You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Guild Membership", + "type": "entry", + "entry": [ + "As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.", + "Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.", + "You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Guild artisans are among the most ordinary people in the world - until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist." + ], + [ + "2", + "I'm a snob who looks down on those who can't appreciate fine art." + ], + [ + "3", + "I always want to know how things work and what makes people tick." + ], + [ + "4", + "I'm full of witty aphorisms and have a proverb for every occasion." + ], + [ + "5", + "I'm rude to people who lack my commitment to hard work and fair play." + ], + [ + "6", + "I like to talk at length about my profession." + ], + [ + "7", + "I don't part with my money easily and will haggle tirelessly to get the best deal possible." + ], + [ + "8", + "I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)" + ], + [ + "2", + "Generosity. My talents were given to me so that I could use them to benefit the world. (Good)" + ], + [ + "3", + "Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money. (Evil)" + ], + [ + "5", + "People. I'm committed to the people I care about, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. I work hard to be the best there is at my craft. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The workshop where I learned my trade is the most important place in the world to me." + ], + [ + "2", + "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy." + ], + [ + "3", + "I owe my guild a great debt for forging me into the person I am today." + ], + [ + "4", + "I pursue wealth to secure someone's love." + ], + [ + "5", + "One day I will return to my guild and prove that I am the greatest artisan of them all." + ], + [ + "6", + "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to get my hands on something rare or priceless." + ], + [ + "2", + "I'm quick to assume that someone is trying to cheat me." + ], + [ + "3", + "No one must ever learn that I once stole money from guild coffers." + ], + [ + "4", + "I'm never satisfied with what I have - I always want more." + ], + [ + "5", + "I would kill to acquire a noble title." + ], + [ + "6", + "I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ] + }, + { + "name": "Hermit", + "source": "PHB", + "entries": [ + "You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Medicine, Religion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Herbalism kit" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp" + } + ] + }, + { + "name": "Discovery", + "type": "entry", + "entry": [ + "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.", + "Work with your DM to determine the details of your discovery and its impact on the campaign." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt." + ], + [ + "2", + "I am utterly serene, even in the face of disaster." + ], + [ + "3", + "The leader of my community had something wise to say on every topic, and I am eager to share that wisdom." + ], + [ + "4", + "I feel tremendous empathy for all who suffer." + ], + [ + "5", + "I'm oblivious to etiquette and social expectations." + ], + [ + "6", + "I connect everything that happens to me to a grand, cosmic plan." + ], + [ + "7", + "I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings." + ], + [ + "8", + "I am working on a grand philosophical theory and love sharing my ideas." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)" + ], + [ + "2", + "Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)" + ], + [ + "3", + "Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)" + ], + [ + "4", + "Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)" + ], + [ + "5", + "Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)" + ], + [ + "6", + "Self-Knowledge. If you know yourself, there's nothing left to know. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Nothing is more important than the other members of my hermitage, order, or association." + ], + [ + "2", + "I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them." + ], + [ + "3", + "I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me." + ], + [ + "4", + "I entered seclusion because I loved someone I could not have." + ], + [ + "5", + "Should my discovery come to light, it could bring ruin to the world." + ], + [ + "6", + "My isolation gave me great insight into a great evil that only I can destroy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Now that I've returned to the world, I enjoy its delights a little too much." + ], + [ + "2", + "I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell." + ], + [ + "3", + "I am dogmatic in my thoughts and philosophy." + ], + [ + "4", + "I let my need to win arguments overshadow friendships and harmony." + ], + [ + "5", + "I'd risk too much to uncover a lost bit of knowledge." + ], + [ + "6", + "I like keeping secrets and won't share them with anyone." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "medicine": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Noble", + "source": "PHB", + "entries": [ + "You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.", + "Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own - it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.", + "Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?", + "What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?", + "Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?", + "These details help establish your family and your title as features of the world of the campaign." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp" + } + ] + }, + { + "name": "Position of Privilege", + "type": "entry", + "entry": [ + "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds - responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world." + ], + [ + "2", + "The common folk love me for my kindness and generosity." + ], + [ + "3", + "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses." + ], + [ + "4", + "I take great pains to always look my best and follow the latest fashions." + ], + [ + "5", + "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations." + ], + [ + "6", + "Despite my noble birth, I do not place myself above other folk. We all have the same blood." + ], + [ + "7", + "My favor, once lost, is lost forever." + ], + [ + "8", + "If you do me an injury, I will crush you, ruin your name, and salt your fields." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)" + ], + [ + "2", + "Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)" + ], + [ + "3", + "Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)" + ], + [ + "4", + "Power. If I can attain more power, no one will tell me what to do. (Evil)" + ], + [ + "5", + "Family. Blood runs thicker than water. (Any)" + ], + [ + "6", + "Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I will face any challenge to win the approval of my family." + ], + [ + "2", + "My house's alliance with another noble family must be sustained at all costs." + ], + [ + "3", + "Nothing is more important than the other members of my family." + ], + [ + "4", + "I am in love with the heir of a family that my family despises." + ], + [ + "5", + "My loyalty to my sovereign is unwavering." + ], + [ + "6", + "The common folk must see me as a hero of the people." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I secretly believe that everyone is beneath me." + ], + [ + "2", + "I hide a truly scandalous secret that could ruin my family forever." + ], + [ + "3", + "I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger." + ], + [ + "4", + "I have an insatiable desire for carnal pleasures." + ], + [ + "5", + "In fact, the world does revolve around me." + ], + [ + "6", + "By my words and actions, I often bring shame to my family." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ] + }, + { + "name": "Outlander", + "source": "PHB", + "entries": [ + "You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Survival" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of musical instrument" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Wanderer", + "type": "entry", + "entry": [ + "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + " I'm driven by a wanderlust that led me away from home" + ], + [ + "2", + "I watch over my friends as if they were a litter of newborn pups." + ], + [ + "3", + "I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to." + ], + [ + "4", + "I have a lesson for every situation, drawn from observing nature." + ], + [ + "5", + "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear." + ], + [ + "6", + "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them." + ], + [ + "7", + "I feel far more comfortable around animals than people" + ], + [ + "8", + "I was, in fact, raised by wolves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)" + ], + [ + "2", + "Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)" + ], + [ + "3", + "Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)" + ], + [ + "4", + "Might. The strongest are meant to rule. (Evil)" + ], + [ + "5", + "Nature. The natural world is more important than all the constructs of civilization. (Neutral)" + ], + [ + "6", + "Glory. I must earn glory in battle, for myself and my clan. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My family, clan, or tribe is the most important thing in my life, even when they are far from me." + ], + [ + "2", + "An injury to the unspoiled wilderness of my home is an injury to me." + ], + [ + "3", + "I will bring terrible wrath down on the evildoers who destroyed my homeland." + ], + [ + "4", + "I am the last of my tribe, and it is up to me to ensure their names enter legend." + ], + [ + "5", + "I suffer awful visions of a coming disaster and will do anything to prevent it." + ], + [ + "6", + "It is my duty to provide children to sustain my tribe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am too enamored of ale, wine, and other intoxicants." + ], + [ + "2", + "There's no room for caution in a life lived to the fullest." + ], + [ + "3", + "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me." + ], + [ + "4", + "I am slow to trust members of other races, tribes, and societies." + ], + [ + "5", + " Violence is my answer to almost any challenge." + ], + [ + "6", + " Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ] + }, + { + "name": "Sage", + "source": "PHB", + "entries": [ + "You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Arcana, History" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Researcher", + "type": "entry", + "entry": [ + "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly - sometimes in its own right, sometimes as a means toward other ideals.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I use polysyllabic words that convey the impression of great erudition." + ], + [ + "2", + "I've read every book in the world's greatest libraries - or I like to boast that I have." + ], + [ + "3", + "I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others." + ], + [ + "4", + "There's nothing I like more than a good mystery." + ], + [ + "5", + "I'm willing to listen to every side of an argument before I make my own judgment." + ], + [ + "6", + "I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me." + ], + [ + "7", + "I am horribly, horribly awkward in social situations." + ], + [ + "8", + "I'm convinced that people are always trying to steal my secrets." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Knowledge. The path to power and self-improvement is through knowledge. (Neutral)" + ], + [ + "2", + "Beauty. What is beautiful points us beyond itself toward what is true. (Good)" + ], + [ + "3", + "Logic. Emotions must not cloud our logical thinking. (Lawful)" + ], + [ + "4", + "No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)" + ], + [ + "5", + "Power. Knowledge is the path to power and domination. (Evil)" + ], + [ + "6", + "Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "It is my duty to protect my students." + ], + [ + "2", + "I have an ancient text that holds terrible secrets that must not fall into the wrong hands." + ], + [ + "3", + "I work to preserve a library, university, scriptorium, or monastery." + ], + [ + "4", + "My life's work is a series of tomes related to a specific field of lore." + ], + [ + "5", + "I've been searching my whole life for the answer to a certain question." + ], + [ + "6", + "I sold my soul for knowledge. I hope to do great deeds and win it back." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am easily distracted by the promise of information." + ], + [ + "2", + "Most people scream and run when they see a demon. I stop and take notes on its anatomy." + ], + [ + "3", + "Unlocking an ancient mystery is worth the price of a civilization." + ], + [ + "4", + "I overlook obvious solutions in favor of complicated ones." + ], + [ + "5", + "I speak without really thinking through my words, invariably insulting others." + ], + [ + "6", + "I can't keep a secret to save my life, or anyone else's." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Sailor", + "source": "PHB", + "entries": [ + "You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.", + "Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?", + "What were your duties on board - boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?" + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Navigator's tools, vehicles (water)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Ship's Passage", + "type": "entry", + "entry": [ + "When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My friends know they can rely on me, no matter what." + ], + [ + "2", + "I work hard so that I can play hard when the work is done." + ], + [ + "3", + "I enjoy sailing into new ports and making new friends over a flagon of ale." + ], + [ + "4", + "I stretch the truth for the sake of a good story." + ], + [ + "5", + "To me, a tavern brawl is a nice way to get to know a new city." + ], + [ + "6", + "I never pass up a friendly wager." + ], + [ + "7", + "My language is as foul as an otyugh nest." + ], + [ + "8", + "I like a job well done, especially if I can convince someone else to do it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)" + ], + [ + "2", + "Fairness. We all do the work, so we all share in the rewards. (Lawful)" + ], + [ + "3", + "Freedom. The sea is freedom - the freedom to go anywhere and do anything. (Chaotic)" + ], + [ + "4", + "Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)" + ], + [ + "5", + "People. I'm committed to my crewmates, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm loyal to my captain first, everything else second." + ], + [ + "2", + "The ship is most important - crewmates and captains come and go." + ], + [ + "3", + "I'll always remember my first ship." + ], + [ + "4", + "In a harbor town, I have a paramour whose eyes nearly stole me from the sea." + ], + [ + "5", + "I was cheated out of my fair share of the profits, and I want to get my due." + ], + [ + "6", + "Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me lo die. Vengeance will be mine." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I follow orders, even if I think they're wrong." + ], + [ + "2", + "I'll say anything to avoid having to do extra work." + ], + [ + "3", + "Once someone questions my courage, I never back down no matter how dangerous the situation." + ], + [ + "4", + "Once I start drinking, it's hard for me to stop." + ], + [ + "5", + "I can't help but pocket loose coins and other trinkets I come across." + ], + [ + "6", + "My pride will probably lead to my destruction." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true, + "vehicles (water)": true + } + ] + }, + { + "name": "Soldier", + "source": "PHB", + "entries": [ + "War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.", + "When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Intimidation" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, vehicles (land)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Military Rank", + "type": "entry", + "entry": [ + "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ] + }, + { + "name": "Urchin", + "source": "PHB", + "entries": [ + "You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.", + "You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?" + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Sleight of Hand, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, Thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "City Secrets", + "type": "entry", + "entry": [ + "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life - and maybe get some payback on all the rich people who treated them badly.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I hide scraps of food and trinkets away in my pockets." + ], + [ + "2", + "I ask a lot of questions." + ], + [ + "3", + "I like to squeeze into small places where no one else can get to me." + ], + [ + "4", + "I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms." + ], + [ + "5", + "I eat like a pig and have bad manners." + ], + [ + "6", + "I think anyone who's nice to me is hiding evil intent." + ], + [ + "7", + "I don't like to bathe." + ], + [ + "8", + "I bluntly say what others are hinting at or hiding." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. All people, rich or poor, deserve respect. (Good)" + ], + [ + "2", + "Community. We have to take care of each other, because no one else is going to do it. (Lawful)" + ], + [ + "3", + "Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)" + ], + [ + "4", + "Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)" + ], + [ + "5", + "People. I help the people who help me - that's what keeps us alive. (Neutral)" + ], + [ + "6", + "Aspiration. I'm going to prove that I'm worthy of a better life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My town is my city or my home, and I'll fight to defend it." + ], + [ + "2", + "I sponsor an orphanage to keep others from enduring what I was forced to endure." + ], + [ + "3", + "I owe my survival to another urchin who taught me to live on the streets." + ], + [ + "4", + "I owe a debt I can never repay to the person who took pity on me." + ], + [ + "5", + "I escaped my life of poverty by robbing an important person, and I'm wanted for it." + ], + [ + "6", + "No one else should have to endure the hardships I've been through." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "If I'm outnumbered, I will run away from a fight." + ], + [ + "2", + "Gold seems like a lot of money to me, and I'll do just about anything for more of it." + ], + [ + "3", + "I will never fully trust anyone other than myself." + ], + [ + "4", + "I'd rather kill someone in their sleep than fight fair." + ], + [ + "5", + "It's not stealing if I need it more than someone else." + ], + [ + "6", + "People who can't take care of themselves get what they deserve." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "sleight of hand": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "thieves' tools": true + } + ] + }, + { + "name": "Variant Criminal (Spy)", + "source": "PHB", + "entries": [ + "Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Deception, Stealth" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set, thieves' tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Spy Contact", + "type": "entry", + "entry": [ + "You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a plan for when things go wrong." + ], + [ + "2", + "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me." + ], + [ + "3", + "The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden." + ], + [ + "4", + "I would rather make a new friend than a new enemy." + ], + [ + "5", + "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." + ], + [ + "6", + "I don't pay attention to the risks in a situation. Never tell me the odds." + ], + [ + "7", + "The best way to get me to do something is to tell me I can't do it." + ], + [ + "8", + "I blow up at the slightest insult." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Honor. I don't steal from others in the trade. (Lawful)" + ], + [ + "2", + "Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)" + ], + [ + "3", + "Charity. I steal from the wealthy so that I can help people in need. (Good)" + ], + [ + "4", + "Greed. I will do whatever it takes to become wealthy. (Evil)" + ], + [ + "5", + "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)" + ], + [ + "6", + "Redemption. There's a spark of good in everyone. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm trying to pay off an old debt I owe to a generous benefactor." + ], + [ + "2", + "My ill-gotten gains go to support my family." + ], + [ + "3", + "Something important was taken from me, and I aim to steal it back." + ], + [ + "4", + "I will become the greatest thief that ever lived." + ], + [ + "5", + "I'm guilty of a terrible crime. I hope I can redeem myself for it." + ], + [ + "6", + "Someone I loved died because of a mistake I made. That will never happen again." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I see something valuable, I can't think about anything but how to steal it." + ], + [ + "2", + "When faced with a choice between money and my friends, I usually choose the money." + ], + [ + "3", + "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it." + ], + [ + "4", + "I have a 'tell' that reveals when I'm lying." + ], + [ + "5", + "I turn tail and run when things look bad." + ], + [ + "6", + "An innocent person is in prison for a crime that I committed. I'm okay with that." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "thieves' tools": true + } + ] + }, + { + "name": "Variant Entertainer (Gladiator)", + "source": "PHB", + "entries": [ + "A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment - perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Acrobatics, Performance" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Disguise kit, one type of musical instrument" + }, + { + "type": "item", + "name": "Equipment", + "entry": "An inexpensive but unusual weapon, such as a trident or net (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "By Popular Demand", + "type": "entry", + "entry": [ + "You can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. In such an area, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I know a story relevant to almost every situation." + ], + [ + "2", + "Whenever I come to a new place, I collect local rumors and spread gossip." + ], + [ + "3", + "I'm a hopeless romantic, always searching for that \"special someone\"." + ], + [ + "4", + "Nobody stays angry at me or around me for long, since I can defuse any amount of tension." + ], + [ + "5", + "I love a good insult, even one directed at me." + ], + [ + "6", + "I get bitter if I'm not the center of attention." + ], + [ + "7", + "I'll settle for nothing less than perfection." + ], + [ + "8", + "I change my mood or my mind as quickly as I change key in a song." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Beauty. When I perform, I make the world better than it was. (Good)" + ], + [ + "2", + "Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)" + ], + [ + "3", + "Creativity. The world is in need of new ideas and bold action. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money and fame. (Evil)" + ], + [ + "5", + "People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)" + ], + [ + "6", + "Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My instrument is my most treasured possession, and it reminds me of someone I love." + ], + [ + "2", + "Someone stole my precious instrument, and someday I'll get it back." + ], + [ + "3", + "I want to be famous, whatever it takes." + ], + [ + "4", + "I idolize a hero of the old tales and measure my deeds against that person's." + ], + [ + "5", + "I will do anything to prove myself superior to my hated rival." + ], + [ + "6", + "I would do anything for the other members of my old troupe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to win fame and renown." + ], + [ + "2", + "I'm a sucker for a pretty face." + ], + [ + "3", + "A scandal prevents me from ever going home again. That kind of trouble seems to follow me around." + ], + [ + "4", + "I once satirized a noble who still wants my head. It was a mistake that I will likely repeat." + ], + [ + "5", + "I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble." + ], + [ + "6", + "Despite my best efforts, I am unreliable to my friends." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "musical instrument": true + } + ] + }, + { + "name": "Variant Guild Artisan (Guild Merchant)", + "source": "PHB", + "entries": [ + "Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Insight, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of artisan's tools, or navigator's tools, or an additional language" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of artisan's tools (one of your choice) or a mule and cart, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp" + } + ] + }, + { + "name": "Guild Membership", + "type": "entry", + "entry": [ + "As an established and respected member of a guild or large merchant consortium, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.", + "Guilds or consortiums often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.", + "You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Guild artisans are among the most ordinary people in the world - until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist." + ], + [ + "2", + "I'm a snob who looks down on those who can't appreciate fine art." + ], + [ + "3", + "I always want to know how things work and what makes people tick." + ], + [ + "4", + "I'm full of witty aphorisms and have a proverb for every occasion." + ], + [ + "5", + "I'm rude to people who lack my commitment to hard work and fair play." + ], + [ + "6", + "I like to talk at length about my profession." + ], + [ + "7", + "I don't part with my money easily and will haggle tirelessly to get the best deal possible." + ], + [ + "8", + "I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)" + ], + [ + "2", + "Generosity. My talents were given to me so that I could use them to benefit the world. (Good)" + ], + [ + "3", + "Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money. (Evil)" + ], + [ + "5", + "People. I'm committed to the people I care about, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. I work hard to be the best there is at my craft. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "The workshop where I learned my trade is the most important place in the world to me." + ], + [ + "2", + "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy." + ], + [ + "3", + "I owe my guild a great debt for forging me into the person I am today." + ], + [ + "4", + "I pursue wealth to secure someone's love." + ], + [ + "5", + "One day I will return to my guild and prove that I am the greatest artisan of them all." + ], + [ + "6", + "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to get my hands on something rare or priceless." + ], + [ + "2", + "I'm quick to assume that someone is trying to cheat me." + ], + [ + "3", + "No one must ever learn that I once stole money from guild coffers." + ], + [ + "4", + "I'm never satisfied with what I have - I always want more." + ], + [ + "5", + "I would kill to acquire a noble title." + ], + [ + "6", + "I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "artisan's tools", + "navigator's tools" + ] + } + } + ] + }, + { + "name": "Variant Noble (Knight)", + "source": "PHB", + "entries": [ + "A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).", + "As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart - in a chaste sort of devotion. (This person could be your bond.)" + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "History, Persuasion" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of gaming set" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A banner or other token from a noble lord or lady to whom you have given your heart, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp" + } + ] + }, + { + "name": "Retainers", + "type": "entry", + "entry": [ + "You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).", + "Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds - responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world." + ], + [ + "2", + "The common folk love me for my kindness and generosity." + ], + [ + "3", + "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses." + ], + [ + "4", + "I take great pains to always look my best and follow the latest fashions." + ], + [ + "5", + "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations." + ], + [ + "6", + "Despite my noble birth, I do not place myself above other folk. We all have the same blood." + ], + [ + "7", + "My favor, once lost, is lost forever." + ], + [ + "8", + "If you do me an injury, I will crush you, ruin your name, and salt your fields." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)" + ], + [ + "2", + "Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)" + ], + [ + "3", + "Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)" + ], + [ + "4", + "Power. If I can attain more power, no one will tell me what to do. (Evil)" + ], + [ + "5", + "Family. Blood runs thicker than water. (Any)" + ], + [ + "6", + "Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I will face any challenge to win the approval of my family." + ], + [ + "2", + "My house's alliance with another noble family must be sustained at all costs." + ], + [ + "3", + "Nothing is more important than the other members of my family." + ], + [ + "4", + "I am in love with the heir of a family that my family despises." + ], + [ + "5", + "My loyalty to my sovereign is unwavering." + ], + [ + "6", + "The common folk must see me as a hero of the people." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I secretly believe that everyone is beneath me." + ], + [ + "2", + "I hide a truly scandalous secret that could ruin my family forever." + ], + [ + "3", + "I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger." + ], + [ + "4", + "I have an insatiable desire for carnal pleasures." + ], + [ + "5", + "In fact, the world does revolve around me." + ], + [ + "6", + "By my words and actions, I often bring shame to my family." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ] + }, + { + "name": "Variant Sailor (Pirate)", + "source": "PHB", + "entries": [ + "You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.", + "If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature." + ], + "entry": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "Athletics, Perception" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Navigator's tools, vehicles (water)" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp" + } + ] + }, + { + "name": "Bad Reputation", + "type": "entry", + "entry": [ + "No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entry", + "entry": [ + "Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "My friends know they can rely on me, no matter what." + ], + [ + "2", + "I work hard so that I can play hard when the work is done." + ], + [ + "3", + "I enjoy sailing into new ports and making new friends over a flagon of ale." + ], + [ + "4", + "I stretch the truth for the sake of a good story." + ], + [ + "5", + "To me, a tavern brawl is a nice way to get to know a new city." + ], + [ + "6", + "I never pass up a friendly wager." + ], + [ + "7", + "My language is as foul as an otyugh nest." + ], + [ + "8", + "I like a job well done, especially if I can convince someone else to do it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)" + ], + [ + "2", + "Fairness. We all do the work, so we all share in the rewards. (Lawful)" + ], + [ + "3", + "Freedom. The sea is freedom - the freedom to go anywhere and do anything. (Chaotic)" + ], + [ + "4", + "Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)" + ], + [ + "5", + "People. I'm committed to my crewmates, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm loyal to my captain first, everything else second." + ], + [ + "2", + "The ship is most important - crewmates and captains come and go." + ], + [ + "3", + "I'll always remember my first ship." + ], + [ + "4", + "In a harbor town, I have a paramour whose eyes nearly stole me from the sea." + ], + [ + "5", + "I was cheated out of my fair share of the profits, and I want to get my due." + ], + [ + "6", + "Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me lo die. Vengeance will be mine." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-align-center", + "col-11" + ], + "rows": [ + [ + "1", + "I follow orders, even if I think they're wrong." + ], + [ + "2", + "I'll say anything to avoid having to do extra work." + ], + [ + "3", + "Once someone questions my courage, I never back down no matter how dangerous the situation." + ], + [ + "4", + "Once I start drinking, it's hard for me to stop." + ], + [ + "5", + "I can't help but pocket loose coins and other trinkets I come across." + ], + [ + "6", + "My pride will probably lead to my destruction." + ] + ] + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true, + "vehicles (water)": true + } + ] + } + ], + "classes": [ + { + "name": "Barbarian", + "source": "PHB", + "hd": "d12", + "choice": 3, + "specific": { + "name": "Rage", + "amount": "2", + "unlocked": true + }, + "primary": "Strength", + "proficiency": { + "str": true, + "con": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Rages", + "Rage Damage" + ], + "rows": [ + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "Unlimited", + { + "type": "bonus", + "value": 4 + } + ] + ] + } + ], + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": { + "choose": 2, + "from": [ + "Animal Handling", + "Athletics", + "Intimidation", + "Nature", + "Perception", + "Survival" + ] + }, + "startingEquipment": { + "default": [ + "any martial melee weapon", + { + "choose": 2, + "items": [ + "two handaxes", + "any simple weapon" + ] + }, + "an explorer's pack, and four javelins" + ], + "goldAlternative": "2" + }, + "classFeatures": [ + [ + { + "name": "Rage", + "entries": [ + "In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.", + "While raging, you gain the following benefits if you aren't wearing heavy armor:", + "• You have advantage on Strength checks and Strength saving throws.", + "• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.", + "• You have resistance to bludgeoning, piercing, and slashing damage.", + "If you are able to cast spells, you can't cast them or concentrate on them while raging.", + "Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th." + ] + }, + { + "name": "Unarmored Defense", + "entries": [ + "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit." + ] + } + ], + [ + { + "name": "Danger Sense", + "entries": [ + "At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated." + ] + }, + { + "name": "Reckless Attack", + "entries": [ + "Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn." + ] + } + ], + [ + { + "name": "Primal Knowledge", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "auto", + "speed": { + "walk": "+10" + } + }, + { + "name": "Extra Attack", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Fast Movement", + "entries": [ + "Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor." + ] + } + ], + [], + [ + { + "name": "Feral Instinct", + "entries": [ + "By 7th level, your instincts are so honed that you have advantage on initiative rolls.", + "Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn." + ] + }, + { + "name": "Instinctive Pounce", + "source": "UAClassFeatureVariants", + "page": 1, + "className": "Barbarian", + "classSource": "PHB", + "level": 5, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "As part of the bonus action you take to enter your rage, you can move up to half your speed." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Brutal Critical (1 die)", + "entries": [ + "Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.", + "This increases to two additional dice at 13th level and three additional dice at 17th level." + ] + } + ], + [], + [ + { + "name": "Relentless Rage", + "entries": [ + "Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.", + "Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Brutal Critical (2 dice)", + "entries": [ + "At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.", + "This increases to three additional dice at 17th level.\n\n" + ] + } + ], + [], + [ + { + "name": "Persistent Rage", + "entries": [ + "Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Brutal Critical (3 dice)", + "entries": [ + "At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack." + ] + } + ], + [ + { + "name": "Indomitable Might", + "entries": [ + "Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "auto", + "ability": { + "str": "+4", + "con": "+4" + } + }, + { + "name": "Primal Champion", + "entries": [ + "At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24." + ] + } + ] + ], + "subclassTitle": "Primal Path", + "subclasses": [ + { + "name": "Path of the Ancestral Guardian", + "subclassFeatures": [ + { + "type": "entries", + "name": "Ancestral Protectors", + "entries": [ + "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Spirit Shield", + "entries": [ + "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.", + "When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Consult the Spirits", + "entries": [ + "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.", + "After you cast either spell in this way, you can't use this feature again until you finish a short or long rest." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Vengeful Ancestors", + "entries": [ + "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.\n\nBarbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals." + }, + { + "name": "Path of the Battlerager", + "subclassFeatures": [ + { + "name": "Path of the Battlerager", + "entries": [ + "\nBattlerager Armor", + "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.", + "While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.", + "Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Reckless Abandon", + "entries": [ + "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Battlerager Charge", + "entries": [ + "Beginning at 10th level, you can take the Dash action as a bonus action while you are raging." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Spiked Retribution", + "entries": [ + "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor." + ], + "level": 14 + } + ], + "source": "SCAG", + "desc": "Known as Kuldjargh (literally \"axe idiot\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle." + }, + { + "name": "Path of the Berserker", + "subclassFeatures": [ + { + "name": "Path of the Berserker", + "entries": [ + "\nFrenzy", + "Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Mindless Rage", + "entries": [ + "Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Intimidating Presence", + "entries": [ + "Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.", + "If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Retaliation", + "entries": [ + "Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "For some barbarians, rage is a means to an end that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being." + }, + { + "name": "Path of the Storm Herald", + "subclassFeatures": [ + { + "name": "Path of the Storm Herald", + "entries": [ + "\nStorm Aura", + "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.", + "Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.", + "If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.", + "\nDesert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.", + "\nSea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.", + "\nTundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Storm Soul", + "entries": [ + "At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.", + "\nDesert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.", + "\nSea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.", + "\nTundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Shielding Storm", + "entries": [ + "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Raging Storm", + "entries": [ + "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.", + "\nDesert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.", + "\nSea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.", + "\nTundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.\n\nStorm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts." + }, + { + "name": "Path of the Totem Warrior", + "subclassFeatures": [ + { + "name": "Path of the Totem Warrior", + "entries": [ + "\nSpirit Seeker", + "Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.", + "\nTotem Spirit", + "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.", + "Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.", + "\nBear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n\nEagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n\nElk.While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.\n\nTiger.While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.\n\nWolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aspect of the Beast", + "entries": [ + "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.", + "\nBear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n\nEagle.You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n\nElk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.\n\nTiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.\n\nWolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Spirit Walker", + "entries": [ + "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Totemic Attunement", + "entries": [ + "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.", + "\nBear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\n\nEagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n\nElk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\n\nTiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.\n\nWolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.\n\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist." + }, + { + "name": "Path of the Zealot", + "subclassFeatures": [ + { + "name": "Path of the Zealot", + "entries": [ + "\n Divine Fury", + "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.", + "\nWarrior of the Gods", + "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Fanatical Focus", + "entries": [ + "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Zealous Presence", + "entries": [ + "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Rage beyond Death", + "entries": [ + "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.", + "While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots warriors who channel their rage into powerful displays of divine power.\n\nA variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good." + }, + { + "name": "Path of the Beast", + "shortName": "Beast", + "source": "TCE", + "page": 24, + "subclassFeatures": [ + { + "name": "Path of the Beast", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.", + "Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.", + "\n• Origin of the Beast", + "1 - One of your parents is a lycanthrope, and you've inherited some of their curse.", + "2 - You are descended from an archdruid and inherited the ability to partially change shape.", + "3 - A fey spirit gifted you with the ability to adopt different bestial aspects.", + "4 - An ancient animal spirit dwells within you, allowing you to walk this path.", + "\n• Form of the Beast", + "3rd-level Path of the Beast feature", + "When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.", + "You choose the weapon's form each time you rage:", + "• Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.", + "• Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.", + "• Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you." + ] + }, + { + "name": "Bestial Soul", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:", + "• You gain a swimming speed equal to your walking speed, and you can breathe underwater.", + "• You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", + "• When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn." + ] + }, + { + "name": "Infectious Fury", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):", + "• The target must use its reaction to make a melee attack against another creature of your choice that you can see.", + "• The target takes 2d12 psychic damage.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Call the Hunt", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).", + "You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "desc": "Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian." + }, + { + "name": "Path of Wild Magic", + "shortName": "Wild Magic", + "source": "TCE", + "page": 25, + "subclassFeatures": [ + { + "name": "Path of Wild Magic", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.", + "\n• Magic Awareness", + "3rd-level Path of Wild Magic feature", + "As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "\n• Wild Surge", + "3rd-level Path of Wild Magic feature", + "The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.", + "If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.", + "\n Wild Magic table:", + "1 - Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.", + "2 - You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.", + "3 - An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.", + "4 - Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.", + "5 - Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.", + "6 - Until your rage ends, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.", + "7 - Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.", + "8 - A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action." + ] + }, + { + "name": "Bolstering Magic", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:", + "• For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.", + "• Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.", + "You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Unstable Backlash", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect." + ] + }, + { + "name": "Controlled Surge", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table." + ] + } + ], + "desc": "Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors." + }, + { + "name": "Path of the Giant", + "shortName": "Giant", + "source": "BGG", + "desc": "Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.", + "subclassFeatures": [ + { + "name": "Path of the Giant", + "source": "BGG", + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 3, + "entries": [ + "Giant Power", + "When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.", + "\nGiant's Havoc", + "Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:", + "\n• Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll.", + "\n• Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change." + ] + }, + { + "name": "Elemental Cleaver", + "source": "BGG", + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 6, + "header": 2, + "entries": [ + "Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.", + "When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.", + "While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above." + ] + }, + { + "name": "Mighty Impel", + "source": "BGG", + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 10, + "header": 2, + "entries": [ + "Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.", + "If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone." + ] + }, + { + "name": "Demiurgic Colossus", + "source": "BGG", + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 14, + "header": 2, + "entries": [ + "The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.", + "In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6." + ] + } + ] + }, + { + "name": "Path of the Juggernaut", + "shortName": "Juggernaut", + "source": "TDCSR", + "className": "Barbarian", + "classSource": "PHB", + "page": 165, + "desc": "Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.", + "subclassFeatures": [ + { + "name": "Path of the Juggernaut", + "source": "TDCSR", + "page": 165, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 3, + "entries": [ + "Thunderous Blows", + "Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.", + "\nSpirit of the Mountain", + "At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved along the ground against your will." + ] + }, + { + "name": "Demolishing Might", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures." + ] + }, + { + "name": "Resolute Stance", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage." + ] + }, + { + "name": "Thunderous Blows (10th Level)", + "source": "TDCSR", + "page": 165, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging." + ] + }, + { + "name": "Hurricane Strike", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.", + "Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature." + ] + }, + { + "name": "Unstoppable", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.", + "If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging." + ] + } + ] + } + ], + "short": "A fierce warrior of primitive background who can enter a battle rage.", + "URL": "https://i.imgur.com/9Azpnz7.png", + "multiclass": { + "require": { + "type": "and", + "str": 13 + }, + "proficiencies": { + "armor": [ + "shields" + ], + "weapons": [ + "simple", + "martial" + ] + } + } + }, + { + "name": "Bard", + "source": "PHB", + "hd": "d8", + "choice": 3, + "specific": { + "name": "Bardic Inspiration", + "amount": "0", + "unlocked": true + }, + "primary": "Charisma", + "proficiency": { + "dex": true, + "cha": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 4, + 14 + ], + [ + 4, + 15 + ], + [ + 4, + 15 + ], + [ + 4, + 16 + ], + [ + 4, + 18 + ], + [ + 4, + 19 + ], + [ + 4, + 19 + ], + [ + 4, + 20 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th", + "9th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "armor": [ + "light" + ], + "weapons": [ + "simple", + "hand crossbows", + "longswords", + "rapiers", + "shortswords" + ], + "tools": [ + "musical instrument" + ], + "skills": { + "choose": 3, + "from": [ + "Acrobatics", + "Animal handling", + "Arcana", + "Athletics", + "Deception", + "History", + "Insight", + "Intimidation", + "Investigation", + "Medicine", + "Nature", + "Perception", + "Performance", + "Persuasion", + "Religion", + "Sleight of hand", + "Stealth", + "Survival" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 3, + "items": [ + "a rapier", + "a longsword", + "any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a diplomat's pack", + "an entertainer's pack" + ] + }, + "any musical instrument", + "leather armor, and a dagger" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "auto", + "specific": { + "name": "Bardic Inspiration", + "amount": "cha", + "dice": "d6" + } + }, + { + "name": "Bardic Inspiration", + "entries": [ + "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.", + "Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.", + "\n• Cantrips", + "You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.", + "\n• Spell Slots", + "The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.", + "\n• Spells Known of 1st Level and Higher", + "You know four 1st-level spells of your choice from the bard spell list.", + "You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.", + "\n• Ritual Casting", + "You can cast any bard spell you know as a ritual if that spell has the ritual tag.", + "\n• Spellcasting Focus", + "You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells." + ] + } + ], + [ + { + "name": "Jack of All Trades", + "entries": [ + "Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Song of Rest (d6)", + "entries": [ + "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.", + "The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level." + ] + }, + { + "name": "Magical Inspiration", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost." + ] + } + ], + [ + { + "name": "Expertise", + "entries": [ + "At 3rd level, you can choose two of your proficiencies to gain the benefit of Expertise." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Bardic Versatility", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:", + " - Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.", + " - Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Bardic Inspiration", + "amount": "cha", + "dice": "d8" + } + }, + { + "name": "Font of Inspiration", + "entries": [ + "Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest." + ] + } + ], + [ + { + "name": "Countercharm", + "entries": [ + "At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required)." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Song of Rest (d8)", + "entries": [ + "At 9th level, the extra hit points gained from Song of Rest increases to 1d8." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Bardic Inspiration", + "amount": "cha", + "dice": "d10" + } + }, + { + "name": "Expertise", + "entries": [ + "At 10th level, you can choose two more of your proficiencies to gain the benefit of Expertise." + ] + }, + { + "name": "Magical Secrets", + "entries": [ + "By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.", + "You learn two additional spells from any classes at 14th level and again at 18th level." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Song of Rest (d10)", + "entries": [ + "At 13th level, the extra hit points gained from Song of Rest increases to 1d10." + ] + } + ], + [ + { + "name": "Magical Secrets", + "entries": [ + "At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Bardic Inspiration", + "amount": "cha", + "dice": "d12" + } + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Song of Rest (d12)", + "entries": [ + "At 17th level, the extra hit points gained from Song of Rest increases to 1d12." + ] + } + ], + [ + { + "name": "Magical Secrets", + "entries": [ + "At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Superior Inspiration", + "entries": [ + "At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use." + ] + } + ] + ], + "subclassTitle": "Bard College", + "subclasses": [ + { + "name": "College of Glamour", + "subclassFeatures": [ + { + "name": "College of Glamour", + "entries": [ + "\nMantle of Inspiration", + "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.", + "As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.", + "The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.", + "\nEnthralling Performance", + "Starting at 3rd level, you can charge your performance with seductive, fey magic.", + "If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.", + "If a target succeeds on its saving throw, the target has no hint that you tried to charm it.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Mantle of Majesty", + "entries": [ + "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.", + "Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Unbreakable Majesty", + "entries": [ + "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.", + "In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.", + "Once you assume this majestic presence, you can't do so again until you finish a short or long rest." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.\n\nThe bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors." + }, + { + "name": "College of Lore", + "subclassFeatures": [ + { + "name": "College of Lore", + "entries": [ + "\nBonus Proficiencies", + "When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.", + "\nCutting Words", + "Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Additional Magical Secrets", + "entries": [ + "At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Peerless Skill", + "entries": [ + "Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.\n\nThe loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.\n\nThe college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority." + }, + { + "name": "College of Swords", + "subclassFeatures": [ + { + "name": "College of Swords", + "entries": [ + "\nBonus Proficiencies", + "When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.", + "If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.", + "\nFighting Style", + "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.", + "\nDueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "\nTwo-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "\nBlade Flourish", + "At 3rd level, you learn to perform impressive displays of martial prowess and speed.", + "Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.", + "\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.", + "\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.", + "\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Extra Attack", + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Master's Flourish", + "entries": [ + "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.\n\nTheir talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.\n\nBlades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers." + }, + { + "name": "College of Valor", + "subclassFeatures": [ + { + "name": "College of Valor", + "entries": [ + "\nBonus Proficiencies", + "When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.", + "\nCombat Inspiration", + "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Extra Attack", + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Battle Magic", + "entries": [ + "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old." + }, + { + "name": "College of Whispers", + "subclassFeatures": [ + { + "name": "College of Whispers", + "entries": [ + "\nPsychic Blades", + "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.", + "When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.", + "The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.", + "\nWords of Terror", + "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.", + "If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.", + "If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Mantle of Whispers", + "entries": [ + "At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.", + "You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.", + "While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.", + "Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.", + "Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Shadow Lore", + "entries": [ + "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.", + "As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.", + "On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.", + "The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.", + "When the effect ends, the creature has no understanding of why it held you in such fear.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\n\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power." + }, + { + "name": "College of Creation", + "shortName": "Creation", + "source": "TCE", + "page": 28, + "subclassFeatures": [ + { + "name": "College of Creation", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "College of Creation", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:", + "\"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\"", + "Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.", + "\n• Mote of Potential", + "Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.", + "When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:", + " • Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.", + " • Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.", + " • Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).", + "\n• Performance of Creation", + "As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.", + "Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.", + "The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge)." + ] + }, + { + "name": "Animating Performance", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "College of Creation", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.", + "In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.", + "When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.", + "Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate." + ] + }, + { + "name": "Creative Crescendo", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "College of Creation", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.", + "You are no longer limited by gp value when creating items with Performance of Creation." + ] + } + ], + "desc": "Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation." + }, + { + "name": "College of Eloquence", + "shortName": "Eloquence", + "source": "TCE", + "page": 29, + "otherSources": [ + { + "source": "MOT", + "page": 28 + } + ], + "subclassFeatures": [ + { + "name": "College of Eloquence", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.", + "\n• Silver Tongue", + "You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.", + "\n• Unsettling Words", + "You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn." + ] + }, + { + "name": "Unfailing Inspiration", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die." + ] + }, + { + "name": "Universal Speech", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again." + ] + }, + { + "name": "Infectious Inspiration", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.", + "You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + } + ], + "desc": "Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences." + }, + { + "name": "College of Spirits", + "shortName": "Spirits", + "source": "VRGR", + "page": 28, + "additionalSpells": [ + { + "innate": { + "3": [ + "guidance" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "College of Spirits", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 3, + "entries": [ + "Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.", + "\nGuiding Whispers", + "You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.", + "\nSpiritual Focus", + "You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.", + "Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.", + "\nTales from Beyond", + "You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.", + "You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.", + "You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.", + "If the tale requires a saving throw, the DC equals your spell save DC.", + "\nSpirit Tales", + "Bardic Insp. Die - Tale Told Through You", + "1 - Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.", + "2 - Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.", + "3 - Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.", + "4 - Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.", + "5 - Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.", + "6 - Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.", + "7 - Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.", + "8 - Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.", + "9 - Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.", + "10 - Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.", + "11 - Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.", + "12 - Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn." + ] + }, + { + "name": "Spirit Session", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 6, + "header": 2, + "entries": [ + "Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.", + "The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.", + "Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest." + ] + }, + { + "name": "Mystical Connection", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 14, + "header": 2, + "entries": [ + "You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.", + "\nSpirit Tales", + "Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer." + ] + } + ] + }, + { + "name": "College of Tragedy", + "shortName": "Tragedy", + "source": "TDCSR", + "className": "Bard", + "classSource": "PHB", + "desc": "Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.", + "subclassFeatures": [ + { + "name": "College of Tragedy", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 3, + "entries": [ + "Poetry in Misery", + "When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.", + "\nSorrowful Fate", + "Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.", + "If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Tale of Hubris", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18\u201320." + ] + }, + { + "name": "Impending Misfortune", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a \u221210 penalty. If not used, this penalty disappears when you finish a short or long rest.", + "You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points." + ] + }, + { + "name": "Tale of Hubris (14th Level)", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, the critical hit range of this feature increases to 17\u201320." + ] + }, + { + "name": "Nimbus of Pathos", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:", + { + "type": "list", + "items": [ + "The creature has a +4 bonus to AC.", + "It has advantage on attack rolls and 1.", + "When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage.", + "Any weapon attack against the creature scores a critical hit on a roll of 18\u201320." + ] + }, + "When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ] + } + ], + "short": "An inspiring magician whose power echoes the music of creation.", + "URL": "https://i.imgur.com/nV7Uq0y.png", + "multiclass": { + "require": { + "type": "and", + "cha": 13 + }, + "proficiencies": { + "armor": [ + "light" + ], + "tools": [ + "musical instrument" + ], + "skills": { + "choose": 1, + "from": [ + "Acrobatics", + "Animal handling", + "Arcana", + "Athletics", + "Deception", + "History", + "Insight", + "Intimidation", + "Investigation", + "Medicine", + "Nature", + "Perception", + "Performance", + "Persuasion", + "Religion", + "Sleight of hand", + "Stealth", + "Survival" + ] + } + } + } + }, + { + "name": "Cleric", + "source": "PHB", + "hd": "d8", + "choice": 1, + "specific": { + "name": "Channel Divinity", + "amount": "1", + "unlocked": true + }, + "primary": "Wisdom", + "proficiency": { + "wis": true, + "cha": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known" + ], + "rows": [ + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th", + "9th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple" + ], + "skills": { + "choose": 2, + "from": [ + "History", + "Insight", + "Medicine", + "Persuasion", + "Religion" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a mace", + "a warhammer (if proficient)" + ] + }, + { + "choose": 3, + "items": [ + "scale mail", + "leather armor", + "chain mail (if proficient)" + ] + }, + { + "choose": 2, + "items": [ + "a light crossbow and 20 bolts", + "any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a priest's pack", + "an explorer's pack" + ] + }, + "a shield and a holy symbol" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Spellcasting", + "entries": [ + "As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.", + "\n • Cantrips", + "At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.", + "\n • Preparing and Casting Spells", + "The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.", + "\n • Ritual Casting", + "You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.", + "\n • Spellcasting Focus", + "You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Channel Divinity", + "amount": 1 + } + }, + { + "name": "Channel Divinity (1/rest)", + "entries": [ + "At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.", + "When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.", + "Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.", + "\n • Tunr Undead", + "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action." + ] + }, + { + "name": "Channel Divinity: Harness Divine Power", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest." + ] + } + ], + [], + [ + { + "name": "ASI" + }, + { + "name": "Cantrip Versatility", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list." + ] + } + ], + [ + { + "name": "Destroy Undead (CR 1/2)", + "entries": [ + "Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Channel Divinity", + "amount": 2 + } + } + ], + [], + [ + { + "name": "ASI" + }, + { + "name": "Destroy Undead (CR 1)", + "entries": [ + "Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + } + ], + [], + [ + { + "name": "Divine Intervention", + "entries": [ + "Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.", + "Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.", + "At 20th level, your call for intervention succeeds automatically, no roll required." + ] + } + ], + [ + { + "name": "Destroy Undead (CR 2)", + "entries": [ + "Starting at 11th level, when an undead of CR 2 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Destroy Undead (CR 3)", + "entries": [ + "Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Destroy Undead (CR 4)", + "entries": [ + "Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + } + ], + [ + { + "name": "Channel Divinity (3/rest)", + "entries": [ + "Beginning at 18th level, you can use your Channel Divinity three times between rests." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Divine Intervention Improvement", + "entries": [ + "At 20th level, your call for intervention succeeds automatically, no roll required." + ] + } + ] + ], + "subclassTitle": "Divine Domain", + "subclasses": [ + { + "name": "Arcana Domain", + "subclassFeatures": [ + { + "name": "Arcana Domain", + "entries": [ + "At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.", + "\nArcana Domain Spells", + "Cleric Level - Spells", + "1st - detect magic, magic missile\n3rd - magic weapon, Nystul's magic aura\n5th - dispel magic, magic circle\n7th - arcane eye, Leomund's secret chest\n9th - planar binding, teleportation circle", + "\nArcane Initiate", + "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Arcane Abjuration", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures", + "As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.", + "After you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.", + "\nArcane Banishment", + "Cleric Level - Banishes Creatures of CR...", + "5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower" + ], + "level": 2 + }, + { + "type": "entries", + "name": "Spell Breaker", + "entries": [ + "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Arcane Mastery", + "entries": [ + "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you." + ], + "level": 17 + } + ], + "source": "SCAG", + "desc": "Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.\n\nThe gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk." + }, + { + "name": "Forge Domain", + "subclassFeatures": [ + { + "name": "Forge Domain", + "entries": [ + "At each indicated cleric level, add the listed spells to your spells prepared.", + "\nForge Domain Spells", + "Cleric Level - Spells", + "1st - identify, searing smite\n3rd - heat metal, magic weapon\n5th - elemental weapon, protection from energy\n7th - fabricate, wall of fire\n9th - animate objects, creation", + "\nBonus Proficiency", + "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.", + "\nBlessing of the Forge", + "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Artisan's Blessing", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to create simple items.", + "You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, \"Equipment,\" in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.", + "The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Soul of the Forge", + "entries": [ + "Starting at 6th level, your mastery of the forge grants you special abilities:", + "\n• You gain resistance to fire damage.", + "• While wearing heavy armor, you gain a +1 bonus to AC.\n" + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Saint of Forge and Fire", + "entries": [ + "At 17th level, your blessed affinity with fire and metal becomes more powerful:", + "\n• You gain immunity to fire damage", + "• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu." + }, + { + "name": "Grave Domain", + "subclassFeatures": [ + { + "name": "Grave Domain", + "entries": [ + "\nGrave Domain Spells", + "Cleric Level - Spells", + "1st - bane, false life\n3rd - gentle repose, ray of enfeeblement\n5th - revivify, vampiric touch\n7th - blight, death ward\n9th - antilife shell, raise dead", + "\nCircle of Mortality", + "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.", + "In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", + "\nEyes of the Grave", + "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Path to the Grave", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.", + "As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Sentinel at Death's Door", + "entries": [ + "At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Keeper of Souls", + "entries": [ + "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due." + }, + { + "name": "Knowledge Domain", + "subclassFeatures": [ + { + "name": "Knowledge Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nknowledge Domain Spells", + "Cleric Level - Spells", + "1st - command, identify\n3rd - augury, suggestion\n5th - nondetection, speak with dead\n7th - arcane eye, confusion\n9th - legend lore, scrying", + "\nBlessings of Knowledge", + "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.", + "Your proficiency bonus is doubled for any ability check you make that uses either of those skills." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Knowledge of the Ages", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Channel Divinity: Read Thoughts", + "entries": [ + "At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.", + "As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.", + "If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.", + "During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Visions of the Past", + "entries": [ + "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest.", + "\nObject Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.", + "\nArea Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "The gods of knowledge - including Oghma, Boccob, Gilean, Aureon, and Thoth - value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu." + }, + { + "name": "Life Domain", + "subclassFeatures": [ + { + "name": "Life Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nLife Domain Spells", + "Cleric Level - Spells", + "1st - bless, cure wounds\n3rd - lesser restoration, spiritual weapon\n5th - beacon of hope, revivify\n7th - death ward, guardian of faith\n9th - mass cure wounds, raise dead", + "\nBonus Proficiency", + "When you choose this domain at 1st level, you gain proficiency with heavy armor.", + "\nDisciple of Life", + "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Preserve Life", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.", + "As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Blessed Healer", + "entries": [ + "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Supreme Healing", + "entries": [ + "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei)." + }, + { + "name": "Light Domain", + "subclassFeatures": [ + { + "name": "Light Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nLight Domain Spells", + "Cleric Level - Spells", + "1st - burning hands, faerie fire\n3rd - flaming sphere, scorching ray\n5th - daylight, fireball\n7th - guardian of faith, wall of fire\n9th - flame strike, scrying", + "\nBonus Cantrip", + "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.", + "\nWarding Flare", + "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Radiance of the Dawn", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.", + "As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Improved Flare", + "entries": [ + "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Corona of Light", + "entries": [ + "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Gods of light - including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty - promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness." + }, + { + "name": "Nature Domain", + "subclassFeatures": [ + { + "name": "Nature Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nnature Domain Spells", + "Cleric Level - Spells", + "1st - animal friendship, speak with animals\n3rd - barkskin, spike growth\n5th - plant growth, wind wall\n7th - dominate beast, grasping vine\n9th - insect plague, tree stride", + "\nAcolyte of Nature", + "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", + "\nBonus Proficiency", + "Also at 1st level, you gain proficiency with heavy armor." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Charm Animals and Plants", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.", + "As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Dampen Elements", + "entries": [ + "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Master of Nature", + "entries": [ + "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods." + }, + { + "name": "Order Domain", + "subclassFeatures": [ + { + "name": "Order Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nOrder Domain Spells", + "Cleric Level - Spells", + "1st - command, heroism\n3rd - hold person, zone of truth\n5th - mass healing word, slow\n7th - compulsion, locate creature\n9th - commune, dominate person", + "\nBonus Proficiencies", + "When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).", + "\nVoice of Authority", + "Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.", + "If the spell targets more than one ally, you choose the ally who can make the attack." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Order's Demand", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.", + "As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Embodiment of the Law", + "entries": [ + "At 6th level, you become remarkably adept at channeling magical energy to compel others.", + "If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Order's Wrath", + "entries": [ + "Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn." + ], + "level": 17 + } + ], + "source": "GGR", + "desc": "The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.\n\nThe ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.\n\nLaw establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse." + }, + { + "name": "Tempest Domain", + "subclassFeatures": [ + { + "name": "Tempest Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nTempest Domain Spells", + "Cleric Level - Spells", + "1st - fog cloud, thunderwave\n3rd - gust of wind, shatter\n5th - call lightning, sleet storm\n7th - control water, ice storm\n9th - destructive wave, insect plague", + "\nBonus Proficiencies", + "At 1st level, you gain proficiency with martial weapons and heavy armor.", + "\nWrath of the Storm", + "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Destructive Wrath", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.", + "When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Thunderbolt Strike", + "entries": [ + "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Stormborn", + "entries": [ + "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Gods whose portfolios include the Tempest domain - including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor - govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath." + }, + { + "name": "Trickery Domain", + "subclassFeatures": [ + { + "name": "Trickery Domain", + "entries": [ + "At each indicated cleric level, you add the listed spells to your spells prepared.", + "\nDeath Domain Spells", + "Trickery Level - Spells", + "1st - charm person, disguise self\n3rd - mirror image, pass without trace\n5th - blink, dispel magic\n7th - dimension door, polymorph\n9th - dominate person, modify memory", + "\nBlessing of the Trickster", + "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Invoke Duplicity", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.", + "As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.", + "For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Channel Divinity: Cloak of Shadows", + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to vanish.", + "As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with poison - a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Improved Duplicity", + "entries": [ + "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Gods of trickery - such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki - are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation." + }, + { + "name": "War Domain", + "subclassFeatures": [ + { + "name": "War Domain", + "entries": [ + "At each indicated cleric level, add the listed spells to your spells prepared.", + "\nWar Domain Spells", + "Cleric Level - Spells", + "1st - divine favor, shield of faith\n3rd - magic weapon, spiritual weapon\n5th - crusader's mantle, spirit guardians\n7th - freedom of movement, stoneskin\n9th - flame strike, hold monster", + "\nBonus Proficiencies", + "At 1st level, you gain proficiency with martial weapons and heavy armor.", + "\nWar Priest", + "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Guided Strike", + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Channel Divinity: War God's Blessing", + "entries": [ + "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Avatar of Battle", + "entries": [ + "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance." + }, + { + "name": "Death Domain", + "subclassFeatures": [ + { + "name": "Death Domain", + "entries": [ + "At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.", + "\nDeath Domain Spells", + "Cleric Level - Spells", + "1st - false life, ray of sickness\n3rd - blindness/deafness, ray of enfeeblement\n5th - animate dead, vampiric touch\n7th - blight, death ward\n9th - antilife shell, cloudkill", + "\nBonus Proficiency", + "When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.", + "\nReaper", + "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Channel Divinity: Touch of Death", + "entries": [ + "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.", + "When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Inescapable Destruction", + "entries": [ + "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8." + ], + "level": 8 + }, + { + "type": "entries", + "name": "Improved Reaper", + "entries": [ + "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target." + ], + "level": 17 + } + ], + "source": "DMG", + "desc": "The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel)." + }, + { + "name": "Peace Domain", + "shortName": "Peace", + "source": "TCE", + "page": 32, + "additionalSpells": [ + { + "prepared": { + "1": [ + "heroism", + "sanctuary" + ], + "3": [ + "aid", + "warding bond" + ], + "5": [ + "beacon of hope", + "sending" + ], + "7": [ + "aura of purity", + "Otiluke's resilient sphere" + ], + "9": [ + "greater restoration", + "Rary's telepathic bond" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Peace Domain", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.", + "Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.", + "\n• Domain Spells", + "You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.", + "1st - heroism, sanctuary", + "3rd - aid, warding bond", + "5th - beacon of hope, sending", + "7th - aura of purity, Otiluke's resilient sphere", + "9th - greater restoration, Rary's telepathic bond", + "\n• Implement of Peace", + "You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).", + "\n• Emboldening Bond", + "You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Balm of Peace", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 2, + "header": 2, + "entries": [ + "You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action." + ] + }, + { + "name": "Protective Bond", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead." + ] + }, + { + "name": "Potent Spellcasting", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 8, + "header": 2, + "entries": [ + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Expansive Bond", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage." + ] + } + ], + "desc": "Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace." + }, + { + "name": "Twilight Domain", + "shortName": "Twilight", + "source": "TCE", + "page": 34, + "additionalSpells": [ + { + "prepared": { + "1": [ + "faerie fire", + "sleep" + ], + "3": [ + "moonbeam", + "see invisibility" + ], + "5": [ + "aura of vitality", + "Leomund's tiny hut" + ], + "7": [ + "aura of life", + "greater invisibility" + ], + "9": [ + "circle of power", + "mislead" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Twilight Domain", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.", + "Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.", + "\n• Domain Spells", + "You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.", + "1st - faerie fire, sleep", + "3rd - moonbeam, see invisibility", + "5th - aura of vitality, Leomund's tiny hut", + "7th - aura of life, greater invisibility", + "9th - circle of power, mislead", + "\n• Bonus Proficiencies", + "You gain proficiency with martial weapons and heavy armor.", + "\n• Eyes of Night", + "You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.", + "As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.", + "\n• Vigilant Blessing", + "The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again." + ] + }, + { + "name": "Channel Divinity: Twilight Sanctuary", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 2, + "header": 2, + "entries": [ + "You can use your Channel Divinity to refresh your allies with soothing twilight.", + "As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:", + "• You grant it temporary hit points equal to 1d6 plus your cleric level.", + "• You end one effect on it causing it to be charmed or frightened." + ] + }, + { + "name": "Steps of Night", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Divine Strike", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 8, + "header": 2, + "entries": [ + "You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8." + ] + }, + { + "name": "Twilight Shroud", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary." + ] + } + ], + "desc": "The gods of twilight guard against the horrors of the night. Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror." + }, + { + "name": "Blood Domain", + "shortName": "Blood", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "desc": "Developed in Wildemount by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.", + "additionalSpells": [ + { + "prepared": { + "1": [ + "false life", + "sleep" + ], + "3": [ + "hold person", + "ray of enfeeblement" + ], + "5": [ + "haste", + "slow" + ], + "7": [ + "blight", + "stoneskin" + ], + "9": [ + "dominate person", + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Blood Domain", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "Domain Spells", + "You gain domain spells at the cleric levels listed in the Blood Domain Spells table.", + "\nCleric Level - Spells", + "1st - false life, sleep", + "3rd - hold person, ray of enfeeblement", + "5th - haste, slow", + "7th - blight, stoneskin", + "9th - dominate person, hold monster", + "\nBonus Proficiencies", + "When you choose this domain at 1st level, you gain proficiency with martial weapons.", + "\nBloodletting Focus", + "Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level." + ] + }, + { + "name": "Channel Divinity: Crimson Bond", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).", + "While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.", + "Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save." + ] + }, + { + "name": "Channel Divinity: Blood Puppet", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions\u2014whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn't incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.", + "On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:", + "\n• Interact with an object", + "\n• Make a single attack", + "\n• Do nothing", + "An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.", + "An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell)." + ] + }, + { + "name": "Sanguine Recall", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a long rest.", + "For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots\u2014a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage." + ] + }, + { + "name": "Divine Strike", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target." + ] + }, + { + "name": "Divine Strike (14th Level)", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, the extra damage increases to 2d8." + ] + }, + { + "name": "Channel Divinity: Blood Puppet (17th Level)", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "At 17th level, you can use this feature to target a Huge or smaller creature or corpse." + ] + }, + { + "name": "Vascular Corruption Aura", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ] + }, + { + "name": "Moon Domain", + "shortName": "Moon", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "desc": "Since the The Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by Catha and Ruidus, the two moons of Exandria. The The Moonweaver herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck.", + "additionalSpells": [ + { + "prepared": { + "1": [ + "faerie fire", + "silent image" + ], + "3": [ + "invisibility", + "moonbeam" + ], + "5": [ + "hypnotic pattern", + "major image" + ], + "7": [ + "greater invisibility", + "hallucinatory terrain" + ], + "9": [ + "dream", + "passwall" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Moon Domain", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "\nDomain Spells", + "You gain domain spells at the cleric levels listed in the Moon Domain Spells table.", + "\nCleric Level - Spells", + "1st - faerie fire, silent image", + "3rd - invisibility, moonbeam", + "5th - hypnotic pattern, major image", + "7th - greater invisibility, hallucinatory terrain", + "9th - dream, passwall", + "\nClarity of Catha", + "When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.", + "You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Blessing of the Full Moon", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:", + "\n• Blessing of the Watchful Moon. For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.", + "\n• Blessing of the Blood-Drenched Moon.For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated." + ] + }, + { + "name": "Channel Divinity: Mind of Two Moons", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells." + ] + }, + { + "name": "Empowered Cantrips", + "source": "TDCSR", + "page": 171, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1)." + ] + }, + { + "name": "Eclipse of Ill Omen", + "source": "TDCSR", + "page": 171, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make 1 with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.", + "This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Channel Divinity: Mind of Two Moons feature.", + "Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ] + } + ], + "short": "A priestly champion who wields divine magic in service of a higher power.", + "URL": "https://i.imgur.com/vViwa8l.png", + "multiclass": { + "require": { + "type": "and", + "wis": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ] + } + } + }, + { + "name": "Druid", + "source": "PHB", + "specific": { + "name": "Wild Shape", + "amount": "2", + "unlocked": true + }, + "hd": "d8", + "choice": 2, + "primary": "Wisdom", + "proficiency": { + "int": true, + "wis": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known" + ], + "rows": [ + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th", + "9th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "clubs", + "daggers", + "darts", + "javelins", + "maces", + "quarterstaffs", + "scimitars", + "sickles", + "slings", + "spears" + ], + "tools": [ + "herbalism kit" + ], + "skills": { + "choose": 2, + "from": [ + "Arcana", + "Animal Handling", + "Insight", + "Medicine", + "Nature", + "Perception", + "Religion", + "Survival" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a wooden shield", + "any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a scimitar", + "any simple melee weapon" + ] + }, + "leather armor, an explorer's pack, and a druidic focus" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "auto", + "langs": [ + "druidic" + ] + }, + { + "name": "Druidic", + "entries": [ + "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.", + "\n• Cantrips", + "At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.", + "\n• Preparing and Casting Spells", + "The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.", + "\n• Ritual Casting", + "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.", + "\n• Spellcasting Focus", + "You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells" + ] + } + ], + [ + { + "name": "Wild Shape", + "entries": [ + "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.", + "Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.", + "\nBeast Shapes", + "Level - Max CR - Limitation", + "2nd - 1/4 - No fly or swim speed", + "4th - 1/2 - No fly speed", + "8th - 1 - None", + "\nYou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.", + "While you are transformed, the following rules apply:", + "• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.", + "• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.", + "• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.", + "• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.", + "• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form." + ] + }, + { + "name": "Wild Companion", + "source": "TCE", + "page": 35, + "className": "Druid", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class feature", + "You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.", + "When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level." + ] + } + ], + [], + [ + { + "name": "Wild Shape Improvement", + "entries": [ + "At 4th level, your Wild Shape improves as shown on the Beast Shapes table." + ] + }, + { + "name": "Cantrip Versatility", + "source": "TCE", + "page": 35, + "className": "Druid", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list." + ] + }, + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "Wild Shape Improvement", + "entries": [ + "At 8th level, your Wild Shape improves as shown on the Beast Shapes table." + ] + }, + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Timeless Body", + "entries": [ + "Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year." + ] + }, + { + "name": "Beast Spells", + "entries": [ + "Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Archdruid", + "entries": [ + "At 20th level, you can use your Wild Shape an unlimited number of times.", + "Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape." + ] + } + ] + ], + "subclassTitle": "Druid Circle", + "subclasses": [ + { + "name": "Circle of Dreams", + "subclassFeatures": [ + { + "name": "Circle of Dreams", + "entries": [ + "\nBalm of the Summer Court", + "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.", + "As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.", + "You regain all expended dice when you finish a long rest." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Hearth of Moonlight and Shadow", + "entries": [ + "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.", + "While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.", + "The sphere vanishes at the end of the rest or when you leave the sphere." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Hidden Paths", + "entries": [ + "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Walker in Dreams", + "entries": [ + "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.", + "When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.", + "This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest." + }, + { + "name": "Circle of the Land", + "subclassFeatures": [ + { + "name": "Circle of the Land", + "entries": [ + "\nCantrips", + "You learn one additional druid cantrip of your choice.", + "\nNatural Recovery", + "Starling at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest", + "For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.", + "\nCircle Spells", + "Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + "\nArctic", + "Druid Level - Circle Spells", + "3rd - hold person, spike growth\n5th - sleet storm, slow\n7th - freedom of movement, ice storm\n9th - commune with nature, cone of cold", + "\nCoast", + "Druid Level - Circle Spells", + "3rd - mirror image, misty step\n5th - water breathing, water walk\n7th - control water, freedom of movement\n9th - conjure elemental, scrying", + "\nDesert", + "Druid Level - Circle Spells", + "3rd - blur, silence\n5th - create food and water, protection from energy\n7th - blight, hallucinatory terrain\n9th - insect plague, wall of stone", + "\nForest", + "Druid Level - Circle Spells", + "3rd - barkskin, spider climb\n5th - call lightning, plant growth\n7th - divination, freedom of movement\n9th - commune with nature, insect plague", + "\nGrassland", + "Druid Level - Circle Spells", + "3rd - invisibility, pass without trace\n5th - daylight, haste\n7th - divination, freedom of movement\n9th - dream, insect plague", + "\nMountain", + "Druid Level - Circle Spells", + "3rd - spider climb, spike growth\n5th - lightning bolt, meld into stone\n7th - stone shape, stoneskin\n9th - passwall, wall of stone", + "\nSwamp", + "Druid Level - Circle Spells", + "3rd - darkness, Melf's acid arrow\n5th - water walk, stinking cloud\n7th - freedom of movement, locate creature\n9th - insect plague, scrying", + "\nUnderdark", + "Druid Level - Circle Spells", + "3rd - spider climb, web\n5th - gaseous form, stinking cloud\n7th - greater invisibility, stone shape\n9th - cloudkill, insect plague" + ], + "level": 2 + }, + { + "type": "entries", + "name": "Land's Stride", + "entries": [ + "Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", + "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Nature's Ward", + "entries": [ + "When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Nature's Sanctuary", + "entries": [ + "When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.", + "The creature is aware of this effect before it makes its attack against you." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites." + }, + { + "name": "Circle of the Moon", + "subclassFeatures": [ + { + "name": "Circle of the Moon", + "entries": [ + "\nCombat Wild Shape", + "You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.", + "Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", + "\nCircle Forms", + "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).", + "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.", + "\nCircle of the Moon Beast Shapes", + "Level - Max. CR - Limitations", + "2nd - 1 - No flying or swimming speed", + "4th - 1 - No flying speed", + "6th - 2 - No flying speed", + "8th - 2", + "9th - 3", + "12th - 4", + "15th - 5", + "18th - 6" + ], + "level": 2 + }, + { + "type": "entries", + "name": "Primal Strike", + "entries": [ + "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Elemental Wild Shape", + "entries": [ + "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Thousand Forms", + "entries": [ + "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.\n\nChangeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood." + }, + { + "name": "Circle of the Shepherd", + "subclassFeatures": [ + { + "name": "Circle of the Shepherd", + "entries": [ + "\nSpeech of the Woods", + "At 2nd level, you gain the ability to converse with beasts and many fey.", + "You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.", + "\nSpirit Totem", + "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.", + "As a bonus action, you can move the spirit up to 60 feet to a point you can see.", + "The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.", + "The effect of the spirit's aura depends on the type of spirit you summon from the options below.", + "\nBear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.", + "\nHawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.", + "\nUnicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Mighty Summoner", + "entries": [ + "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:", + "• The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.", + "• The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Guardian Spirit", + "entries": [ + "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Faithful Summons", + "entries": [ + "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.\n\nMembers of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them." + }, + { + "name": "Circle of Spores", + "subclassFeatures": [ + { + "name": "Circle of Spores", + "entries": [ + "\nCircle Spells", + "Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + "\nCircle of Spores Spells", + "Druid Level - Circle Spells", + "3rd - blindness/deafness, gentle repose\n5th - animate dead, gaseous form\n7th - blight, confusion\n9th - cloudkill, contagion", + "\nHalo of Spores", + "Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.", + "\nSymbiotic Entity", + "At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:", + "\n• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.", + "• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.\n", + "These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.", + "\nRule Tip: Temporary Hit Points Don't Stack", + "If you have temporary hit points and receive more of them, you don't add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook." + ], + "level": 2 + }, + { + "name": "Fungal Infestation", + "type": "entries", + "entries": [ + "At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.", + "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 6 + }, + { + "name": "Spreading Spores", + "type": "entries", + "entries": [ + "At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.", + "Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.", + "While the cube of spores persists, you can't use your Halo of Spores reaction." + ], + "level": 10 + }, + { + "name": "Fungal Body", + "type": "entries", + "entries": [ + "At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated." + ], + "level": 14 + } + ], + "source": "GGR", + "desc": "Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.\n\nThese druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.\n\nDruids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted." + }, + { + "name": "Circle of Stars", + "shortName": "Stars", + "source": "TCE", + "page": 38, + "subclassFeatures": [ + { + "name": "Circle of Stars", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.", + "Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.", + "\n• Star Map", + "You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.", + "Star Map", + "1 - A scroll covered with depictions of constellations", + "2 - A stone tablet with fine holes drilled through it", + "3 - A speckled owlbear hide, tooled with raised marks", + "4 - A collection of maps bound in an ebony cover", + "5- A crystal that projects starry patterns when placed before a light", + "6 - Glass disks that depict constellations", + "While holding this map, you have these benefits:", + "• You know the guidance cantrip.", + "• You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.", + "• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.", + "\n• Starry Form", + "As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.", + "While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.", + "Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:", + "• Archer", + "A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.", + "• Chalice", + "A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.", + "• Dragon", + "A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10." + ] + }, + { + "name": "Cosmic Omen", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:", + "• Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.", + "• Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Twinkling Constellations", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.", + "Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body." + ] + }, + { + "name": "Full of Stars", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage." + ] + } + ], + "desc": "The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos." + }, + { + "name": "Circle of Wildfire", + "shortName": "Wildfire", + "source": "TCE", + "page": 39, + "additionalSpells": [ + { + "prepared": { + "2": [ + "burning hands", + "cure wounds" + ], + "3": [ + "flaming sphere", + "scorching ray" + ], + "5": [ + "plant growth", + "revivify" + ], + "7": [ + "aura of life", + "fire shield" + ], + "9": [ + "flame strike", + "mass cure wounds" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Circle of Wildfire", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.", + "\n• Circle Spells", + "You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + "Circle of Wildfire Spells", + "2nd- burning hands, cure wounds", + "3th - flaming sphere, scorching ray", + "5th - plant growth, revivify", + "7th - aura of life, fire shield", + "9th - flame strike, mass cure wounds", + "\n• Summon Wildfire Spirit", + "You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.", + "The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.", + "The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.", + "In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.", + "The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die." + ] + }, + { + "name": "Enhanced Bond", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.", + "In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit." + ] + }, + { + "name": "Cauterizing Flames", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Blazing Revival", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ], + "desc": "Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another." + }, + { + "name": "Circle of the Blighted", + "shortName": "Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "PHB", + "desc": "Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives\u2014but not all succeed in defending these sacred realms.", + "subclassFeatures": [ + { + "name": "Circle of the Blighted", + "source": "TDCSR", + "page": 171, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 2, + "header": 1, + "entries": [ + "\nDefile Ground", + "Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is 3 for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.", + "Once you use this feature, you can't use it again until you finish a short or long rest.", + "\nBlighted Shape", + "Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma (Intimidation) skill.", + "Additionally, while you are transformed by your Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if it already has that sense." + ] + }, + { + "name": "Call of the Shadowseeds", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the blighted sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The blighted sapling then acts on your initiative, obeying your verbal commands.", + "The blighted sapling remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another blighted sapling, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.", + "The blighted sapling uses the statistics in the book. Its features scale based on your level and proficiency bonus (PB)." + ] + }, + { + "name": "Defile Ground (10th Level)", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to 1d6 when you reach 10th level in this class." + ] + }, + { + "name": "Defile Ground (14th Level)", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "The extra damage dealt by your defiled ground increases to 1d8 when you reach 14th level in this class." + ] + }, + { + "name": "Foul Conjuration", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits:", + "\n• Blighted Resilience. The creature has immunity to necrotic and poison damage and to the poisoned condition.", + "\n• Toxic Demise. When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.", + "Creature CR - Damage", + "1/4 or lower - 1d4 necrotic damage", + "1/2 - 1d6 necrotic damage", + "1 or higher - A number of d8s of necrotic damage equal to the creature's challenge rating", + "No challenge rating - A number of d6s of necrotic damage equal to your proficiency bonus" + ] + }, + { + "name": "Incarnation of Corruption", + "source": "TDCSR", + "page": 173, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.", + "Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus." + ] + } + ] + } + ], + "short": "A priest of the Old Faith, wielding the powers of nature - moonlight and plant growth, fire and lightning - and adopting animal forms.", + "URL": "https://i.imgur.com/uMoR9iw.png", + "multiclass": { + "require": { + "type": "and", + "wis": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ] + } + } + }, + { + "name": "Fighter", + "source": "PHB", + "hd": "d10", + "choice": 3, + "specific": { + "name": "Action Surge", + "amount": "1", + "unlocked": true + }, + "primary": "Strength or Dexterity", + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 3, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Eldritch Knight", + "source": "PHB" + } + ], + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ], + "proficiency": { + "str": true, + "con": true + }, + "armor": [ + "light", + "medium", + "heavy", + "shields" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": { + "choose": 2, + "from": [ + "Acrobatics", + "Animal Handling", + "Athletics", + "History", + "Insight", + "Intimidation", + "Perception", + "Survival" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "chain mail", + "leather armor, a longbow, and 20 arrows" + ] + }, + { + "choose": 2, + "items": [ + "a martial weapon and a shield", + "two martial weapons" + ] + }, + { + "choose": 2, + "items": [ + "a light crossbow and 20 bolts", + "two handaxes" + ] + }, + { + "choose": 2, + "items": [ + "a dungeoneer's pack", + "an explorer's pack" + ] + } + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Fighting Style", + "entries": [ + "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.", + "\n• Archery", + "You gain a +2 bonus to attack rolls you make with ranged weapons.", + "\n• Defense", + "While you are wearing armor, you gain a +1 bonus to AC.", + "\n• Dueling", + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "\n• Great-Weapon-Fighting", + "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.", + "\n• Protection", + "When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "\n• Two-Weapon Fighting", + "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "\n• Great Weapon Fighting", + "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.", + "\n• Blind Fighting", + "You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.", + "\n• Interception", + "When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.", + "\n• Superior Technique", + "You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", + "You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", + "\n• Thrown Weapon Fighting", + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon.", + "In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.", + "\n• Unarmed Fighting", + "Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.", + "At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you." + ] + }, + { + "name": "Second Wind", + "entries": [ + "You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.", + "Once you use this feature, you must finish a short or long rest before you can use it again." + ] + } + ], + [ + { + "name": "Action Surge", + "entries": [ + "Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn." + ] + } + ], + [], + [ + { + "name": "Martial Versatility", + "source": "TCE", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:", + { + "type": "list", + "items": [ + "Replace a fighting style you know with another fighting style available to fighters.", + "If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver." + ] + } + ] + }, + { + "name": "ASI" + } + ], + [ + { + "name": "Extra Attack", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", + "The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Indomitable", + "entries": [ + "Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.", + "You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level." + ] + } + ], + [], + [ + { + "name": "Extra Attack (2)", + "entries": [ + "At 11th level, you can attack three times whenever you take the Attack action on your turn." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Indomitable (two uses)", + "entries": [ + "At 13th level, you can use Indomitable twice between long rests." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Action Surge (two uses)", + "entries": [ + "At 17th level, you can use Action Surge twice before a rest, but only once on the same turn." + ] + }, + { + "name": "Indomitable (three uses)", + "entries": [ + "At 17th level, you can use Indomitable three times between long rests." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Extra Attack (3)", + "entries": [ + "At 20th level, you can attack four times whenever you take the Attack action on your turn." + ] + } + ] + ], + "subclassTitle": "Martial Archetype", + "subclasses": [ + { + "name": "Arcane Archer", + "subclassFeatures": [ + { + "name": "Arcane Archer", + "entries": [ + "\nArcane Archer Lore", + "At 3rd level, you learn magical theory or some of the secrets of nature - typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", + "\nArcane Shot", + "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \"Arcane Shot Options\" below).", + "Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.", + "You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.", + "\nArcane Shot Options", + "The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.", + "If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:", + "\nArcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier\n", + "\n• Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.", + "After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.", + "\n• Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.", + "The psychic damage increases to 4d6 when you reach 18th level in this class.", + "\n• Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.", + "The force damage increases to 4d6 when you reach 18th level in this class.", + "\n• Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.", + "The necrotic damage increases to 4d6 when you reach 18th level in this class.", + "\n• Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.", + "The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.", + "\n• Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.", + "The piercing damage increases to 2d6 when you reach 18th level in this class.", + "\n• Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.", + "The force damage increases to 2d6 when you reach 18th level in this class.", + "\n• Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.", + "The psychic damage increases to 4d6 when you reach 18th level in this class." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Arcane Archer features", + "entries": [ + "\nMagic Arrow", + "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.", + "\nCurving Shot", + "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.", + "\nAdditional Arcane Shot Option", + "You gain an additional Arcane Shot option of your choice when you reach 7th level." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Additional Arcane Shot Option", + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 10th level." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Ever-Ready Shot", + "entries": [ + "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.", + "\nAdditional Arcane Shot Option", + "You gain an additional Arcane Shot option of your choice when you reach 15th level." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Additional Arcane Shot Option", + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery." + }, + { + "name": "Banneret", + "subclassFeatures": [ + { + "name": "Purple Dragon Knight (Banneret)", + "entries": [ + "\nRallying Cry", + "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.", + "When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Royal Envoy", + "entries": [ + "A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.", + "At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.", + "Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Inspiring Surge", + "entries": [ + "Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.", + "Starting at 18th level, you can choose two allies within 60 feet of you, rather than one." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Bulwark", + "entries": [ + "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Inspiring Surge", + "entries": [ + "Starting at 18th level, you can choose two allies within 60 feet of you, rather than one." + ], + "level": 18 + } + ], + "source": "SCAG", + "desc": "Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.\n\nA Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.\n\nA knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had." + }, + { + "name": "Battle Master", + "subclassFeatures": [ + { + "name": "Battle Master", + "entries": [ + "\nStudent of War", + "At 3rd level, you gain proficiency with one type of artisan's tools of your choice.", + "\nCombat Superiority", + "When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.", + "\n• Maneuvers. You learn three maneuvers of your choice, which are listed under \"Maneuvers\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.", + "You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.", + "\n• Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.", + "You gain another superiority die at 7th level and one more at 15th level.", + "\n• Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:", + "\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\n", + "\nBattle Master: Maneuvers", + "\n• Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.", + "\n• Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.", + "\n• Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.", + "\n• Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.", + "\n• Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.", + "The advantage is lost if not used on the turn you gain it.", + "\n• Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.", + "\n• Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.", + "\n• Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.", + "\n• Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.", + "\n• Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.", + "\n• Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.", + "\n• Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.", + "\n• Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.", + "\n• Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.", + "\n• Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.", + "\n• Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Battle Master Features", + "entries": [ + "Additional Maneuvers", + "At 7th level, you learn two additional maneuvers of your choice.", + "\nAdditional Superiority Die", + "You gain another superiority die at 7th level.", + "\nKnow Your Enemy", + "If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:", + "• Strength score", + "• Dexterity score", + "• Constitution score", + "• Armor Class", + "• Current hit points", + "• Total class levels (if any)", + "• Fighter class levels (if any)" + ], + "level": 7 + }, + { + "type": "entries", + "name": "Battle Master Features", + "entries": [ + "Additional Maneuvers", + "At 10th level, you learn two additional maneuvers of your choice.", + "\nImproved Combat Superiority (d10)", + "At 10th level, your superiority dice turn into d10s." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Battle Master Features", + "entries": [ + "Additional Maneuvers", + "At 15th level, you learn two additional maneuvers of your choice.", + "\nAdditional Superiority Die", + "You gain another superiority die at 15th level.", + "\nRelentless", + "Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Improved Combat Superiority (d12)", + "entries": [ + "At 18th level, your superiority dice turn into d12s." + ], + "level": 18 + } + ], + "source": "PHB", + "desc": "Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge." + }, + { + "name": "Cavalier", + "subclassFeatures": [ + { + "name": "Cavalier", + "entries": [ + "\nBonus Proficiency", + "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.", + "\nBorn to the Saddle", + "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.", + "Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.", + "\nUnwavering Mark", + "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.", + "While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.", + "In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.", + "Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Warding Maneuver", + "entries": [ + "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.", + "You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Hold the Line", + "entries": [ + "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Ferocious Charger", + "entries": [ + "Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Vigilant Defender", + "entries": [ + "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure." + }, + { + "name": "Champion", + "subclassFeatures": [ + { + "name": "Champion", + "entries": [ + "\nImproved Critical", + "Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Remarkable Athlete", + "entries": [ + "Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.", + "In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Additional Fighting Style", + "entries": [ + "At 10th level, you can choose a second option from the Fighting Style class feature." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Superior Critical", + "entries": [ + "Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Survivor", + "entries": [ + "At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points." + ], + "level": 18 + } + ], + "source": "PHB", + "desc": "The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows." + }, + { + "name": "Eldritch Knight", + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Eldritch Knight", + "source": "PHB" + } + ], + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 3, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Eldritch Knight", + "source": "PHB" + } + ], + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ], + "subclassFeatures": [ + { + "name": "Eldritch Knight", + "entries": [ + "\nSpellcasting", + "When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.", + "\nCantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.", + "\nSpell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.", + "\nSpells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.", + "The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.", + "\nSpellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.", + "\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier", + "Spell attack modifier = your proficiency bonus + your Intelligence modifier", + "\nWeapon Bond", + "At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.", + "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.", + "You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two." + ], + "level": 3 + }, + { + "type": "entries", + "name": "War Magic", + "entries": [ + "Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Eldritch Strike", + "entries": [ + "At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Arcane Charge", + "entries": [ + "At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Improved War Magic", + "entries": [ + "Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action." + ], + "level": 18 + } + ], + "source": "PHB", + "desc": "The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic - abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook." + }, + { + "name": "Samurai", + "subclassFeatures": [ + { + "name": "Samurai", + "entries": [ + "\nBonus Proficiency", + "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.", + "\nFighting Spirit", + "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.", + "You can use this feature three times, and you regain all expended uses of it when you finish a long rest." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Elegant Courtier", + "entries": [ + "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.", + "Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Tireless Spirit", + "entries": [ + "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Rapid Strike", + "entries": [ + "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Strength before Death", + "entries": [ + "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting." + }, + { + "name": "Echo Knight", + "shortName": "Echo Knight", + "source": "EGW", + "page": 183, + "subclassFeatures": [ + { + "name": "Echo Knight", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "entries": [ + "A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.", + { + "name": "Manifest Echo", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "header": 1, + "entries": [ + "3rd-level Echo Knight feature", + "You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.", + "Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.", + "You can use the echo in the following ways:", + { + "type": "list", + "items": [ + "As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.", + "When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.", + "When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space." + ] + } + ] + }, + { + "name": "Unleash Incarnation", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "header": 1, + "entries": [ + "3rd-level Echo Knight feature", + "You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.", + "You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Echo Avatar", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 7, + "header": 2, + "entries": [ + "7th-level Echo Knight feature", + "You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed." + ] + }, + { + "name": "Shadow Martyr", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "10th-level Echo Knight feature", + "You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Reclaim Potential", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 15, + "header": 2, + "entries": [ + "15th-level Echo Knight feature", + "You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.", + "You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Legion of One", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 18, + "header": 2, + "entries": [ + "18th-level Echo Knight feature", + "You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.", + "In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature." + ] + } + ], + "desc": "A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes." + }, + { + "name": "Psi Warrior", + "shortName": "Psi Warrior", + "source": "TCE", + "page": 42, + "subclassFeatures": [ + { + "name": "Psi Warrior", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.", + "As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.", + "\nPsionic Power", + "You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", + "Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.", + "When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", + "The powers below use your Psionic Energy dice.", + "• Protective Field", + "When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.", + "• Psionic Strike", + "You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.", + "• Telekinetic Movement", + "You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again." + ] + }, + { + "name": "Telekinetic Adept", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You have mastered new ways to use your telekinetic abilities, detailed below.", + "• Psi-Powered Leap.", + "As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.", + "• Telekinetic Thrust.", + "When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally." + ] + }, + { + "name": "Guarded Mind", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions." + ] + }, + { + "name": "Bulwark of Force", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.", + "Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again." + ] + }, + { + "name": "Telekinetic Master", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.", + "Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again." + ] + } + ], + "desc": "Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors." + }, + { + "name": "Rune Knight", + "shortName": "Rune Knight", + "source": "TCE", + "page": 44, + "subclassFeatures": [ + { + "name": "Rune Knight", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.", + "\n• Bonus Proficiencies", + "You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.", + "\n• Rune Carver", + "You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.", + "Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.", + "Runes Known", + "Fighter Level - Number of Runes", + "3rd - 2", + "7th - 3", + "10th - 4", + "15th - 5", + "The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.", + "\n• Cloud Rune", + "This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.", + "In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "• Fire Rune", + "This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.", + "In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "• Frost Rune", + "This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.", + "In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "• Stone Rune", + "This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.", + "In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "• Hill Rune", + "This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.", + "In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "• Storm Rune", + "Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.", + "In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.", + "\n• Giant's Might", + "You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:", + "• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.", + "• You have advantage on Strength checks and Strength saving throws.", + "• Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You learn an additional Rune." + ] + }, + { + "name": "Runic Shield", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "You learn an additional Rune." + ] + }, + { + "name": "Great Stature", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.", + "Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8." + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You learn an additional Rune." + ] + }, + { + "name": "Master of Runes", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest." + ] + }, + { + "name": "Runic Juggernaut", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet." + ] + } + ], + "desc": "Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan." + } + ], + "short": "A master of martial combat, skilled with a variety of weapons and armor.", + "URL": "https://i.imgur.com/JQVRbMh.png", + "multiclass": { + "require": { + "type": "or", + "str": 13, + "dex": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple", + "martial" + ] + } + } + }, + { + "name": "Monk", + "source": "PHB", + "hd": "d8", + "specific": { + "name": "Ki Points", + "amount": "2", + "unlocked": true + }, + "choice": 3, + "primary": "Dexterity and Wisdom", + "proficiency": { + "str": true, + "dex": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Martial Arts", + "Ki Points", + "Unarmored Movement" + ], + "rows": [ + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 0, + { + "type": "bonusSpeed", + "value": 0 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 2, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 3, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 4, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 5, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 6, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 7, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 8, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 9, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 10, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 11, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 12, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 13, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 14, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 15, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 16, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 17, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 18, + { + "type": "bonusSpeed", + "value": 30 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 19, + { + "type": "bonusSpeed", + "value": 30 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 20, + { + "type": "bonusSpeed", + "value": 30 + } + ] + ] + } + ], + "weapons": [ + "simple", + "shortswords" + ], + "tools": { + "choose": 1, + "from": [ + "artisan's tools", + "musical instrument" + ] + }, + "skills": { + "choose": 2, + "from": [ + "Acrobatics", + "Athletics", + "History", + "Insight", + "Religion", + "Stealth" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a shortsword", + "any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a dungeoneer's pack", + "an explorer's pack" + ] + }, + "10 darts" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Unarmored Defense", + "entries": [ + "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier." + ] + }, + { + "name": "Martial Arts", + "entries": [ + "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.", + "You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.", + "• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.", + "• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.", + "• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.", + "Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama)." + ] + } + ], + [ + { + "name": "Ki", + "entries": [ + "Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.", + "You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.", + "When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \nKi save DC = 8 + your proficiency bonus + your Wisdom modifier\n", + "\n• Flurry of Blows", + "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "\n• Patient Defense", + "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.", + "\n• Step of the Wind", + "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn." + ] + }, + { + "name": "auto" + }, + { + "name": "Unarmored Movement", + "entries": [ + "Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.", + "At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move." + ] + }, + { + "name": "Dedicated Weapon", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.", + "The chosen weapon must meet these criteria:", + "• The weapon must be a simple or martial weapon.", + "• You must be proficient with it.", + "• It must lack the heavy and special properties." + ] + } + ], + [ + { + "name": "Deflect Missiles", + "entries": [ + "Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.", + "If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack." + ] + }, + { + "name": "Ki-Fueled Attack", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Slow Fall", + "entries": [ + "Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level." + ] + }, + { + "name": "Quickened Healing", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus." + ] + } + ], + [ + { + "name": "Extra Attack", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Stunning Strike", + "entries": [ + "Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn." + ] + }, + { + "name": "Focused Aim", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 5, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit." + ] + } + ], + [ + { + "name": "Ki-Empowered Strikes", + "entries": [ + "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "auto" + } + ], + [ + { + "name": "Evasion", + "entries": [ + "At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Stillness of Mind", + "entries": [ + "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Unarmored Movement improvement", + "entries": [ + "At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move." + ] + } + ], + [ + { + "name": "auto", + "immmune": [ + "disease", + "poison" + ] + }, + { + "name": "Purity of Body", + "entries": [ + "At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Tongue of the Sun and Moon", + "entries": [ + "Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say." + ] + } + ], + [ + { + "name": "auto", + "save": { + "str": true, + "dex": true, + "con": true, + "int": true, + "wis": true, + "cha": true + } + }, + { + "name": "Diamond Soul", + "entries": [ + "Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.", + "Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result." + ] + } + ], + [ + { + "name": "Timeless Body", + "entries": [ + "At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Empty Body", + "entries": [ + "Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.", + "Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you." + ] + }, + { + "name": "auto" + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Perfect Soul", + "entries": [ + "At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points." + ] + } + ] + ], + "subclassTitle": "Monastic Tradition", + "subclasses": [ + { + "name": "Way of the Drunken Master", + "subclassFeatures": [ + { + "name": "Way of the Drunken Master", + "entries": [ + "\nBonus Proficiencies", + "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.", + "\nDrunken Technique", + "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Tipsy Sway", + "entries": [ + "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.", + "\nLeap to Your Feet", + "When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.", + "\nRedirect Attack", + "When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Drunkard's Luck", + "entries": [ + "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Intoxicated Frenzy", + "entries": [ + "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.\n\nA drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe." + }, + { + "name": "Way of the Four Elements", + "subclassFeatures": [ + { + "name": "Way of the Four Elements", + "entries": [ + "\nDisciple of the Elements", + "You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.", + "You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.", + "\nCasting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.", + "Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).", + "The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.", + "\nSpells and Ki Points", + "Monk Levels - Maximum Ki Points for a Spell", + "5th-8th - 3\n9th-12th - 4\n13th-16th - 5\n17th-20th - 6", + "\nElemental Disciplines", + "The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.", + "\nBreath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.", + "\nClench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.", + "\nElemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:", + "\n• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, orc a gentle rumbling of stone.", + "• Instantaneously light or snuff out a candle, a torch, or a small campfire.", + "• Chill or warm up to 1 pound of nonliving material for up to 1 hour.", + "• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.", + "\nEternal Mountain Defense (17th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.", + "\nFangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.", + "\nFist of Four Thunders. You can spend 2 ki points to cast thunderwave.", + "\nFlames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.", + "\nGong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.", + "\nMist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.", + "\nRide the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.", + "\nRiver of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.", + "\nRush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.", + "\nShape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.", + "\nSweeping Cinder Strike. You can spend 2 ki points to cast burning hands.", + "\nUnbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.", + "\nWater Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.", + "\nWave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Extra Elemental Discipline", + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Extra Elemental Discipline", + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Extra Elemental Discipline", + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.\n\nMany monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves." + }, + { + "name": "Way of the Kensei", + "subclassFeatures": [ + { + "name": "Way of the Kensei", + "entries": [ + "\nPath of the Kensei", + "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.", + "\nKensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.", + "\nAgile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.", + "\nKensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.", + "\nWay of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies." + ], + "level": 3 + }, + { + "type": "entries", + "name": "One with the Blade", + "entries": [ + "At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.", + "\nMagic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "\nDeft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Sharpen the Blade", + "entries": [ + "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Unerring Accuracy", + "entries": [ + "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.\n\nA kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study." + }, + { + "name": "Way of the Long Death", + "subclassFeatures": [ + { + "name": "Way of the Long Death", + "entries": [ + "\nTouch of Death", + "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Hour of Reaping", + "entries": [ + "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Mastery of Death", + "entries": [ + "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Touch of the Long Death", + "entries": [ + "Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one." + ], + "level": 17 + } + ], + "source": "SCAG", + "desc": "Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style." + }, + { + "name": "Way of the Open Hand", + "subclassFeatures": [ + { + "name": "Way of the Open Hand", + "entries": [ + "\nOpen Hand Technique", + "You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.", + "\n• It must succeed on a Dexterity saving throw or be knocked prone.", + "\n• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.", + "\n• It can't take reactions until the end of your next turn." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Wholeness of Body", + "entries": [ + "At 6th level you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Tranquility", + "entries": [ + "Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.", + "Sanctuary gives this effect: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.", + "If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Quivering Palm", + "entries": [ + "At 17th level you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.", + "You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm." + }, + { + "name": "Way of Shadow", + "subclassFeatures": [ + { + "name": "Way of Shadow", + "entries": [ + "\nShadow Arts", + "You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Shadow Step", + "entries": [ + "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Cloak of Shadows", + "entries": [ + "By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Opportunist", + "entries": [ + "At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students." + }, + { + "name": "Way of the Sun Soul", + "subclassFeatures": [ + { + "name": "Way of the Sun Soul", + "entries": [ + "\nRadiant Sun Bolt", + "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.", + "You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.", + "When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.", + "When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Searing Arc Strike", + "entries": [ + "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.", + "You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Searing Sunburst", + "entries": [ + "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.", + "Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.", + "You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Sun Shield", + "entries": [ + "At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.", + "If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature." + }, + { + "name": "Way of Mercy", + "shortName": "Mercy", + "source": "TCE", + "page": 49, + "subclassFeatures": [ + { + "name": "Way of Mercy", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.", + "Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.", + "The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.", + "\n• Implements of Mercy", + "You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.", + "You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.", + "\nd6 - Mask Appearance", + "1 - Raven", + "2 - Blank and white", + "3 - Crying visage", + "4- Laughing visage", + "5 - Skull", + "6 - Butterfly", + "\n• Hand of Healing", + "Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.", + "When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.", + "\n• Hand of Harm", + "You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn." + ] + }, + { + "name": "Physician's Touch", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.", + "When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.", + "When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn." + ] + }, + { + "name": "Flurry of Healing and Harm", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.", + "In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn." + ] + }, + { + "name": "Hand of Ultimate Mercy", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ], + "desc": "Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy." + }, + { + "name": "Way of the Astral Self", + "shortName": "Astral Self", + "source": "TCE", + "page": 50, + "subclassFeatures": [ + { + "name": "Way of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.", + "\n• Arms of the Astral Self", + "Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.", + "For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.", + "While the spectral arms are present, you gain the following benefits:", + "• You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.", + "• You can use the spectral arms to make unarmed strikes.", + "• When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.", + "• The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force." + ] + }, + { + "name": "Visage of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.", + "The spectral visage covers your face like a helmet or mask. You determine its appearance.", + "While the spectral visage is present, you gain the following benefits.", + "\n• Astral Sight", + "You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.", + "\n• Wisdom of the Spirit", + "You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.", + "\n• Word of the Spirit", + "When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you." + ] + }, + { + "name": "Body of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.", + "While the spectral body is present, you gain the following benefits.", + "\n• Deflect Energy", + "When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).", + "\n• Empowered Arms", + "Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die." + ] + }, + { + "name": "Awakened Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.", + "While your astral self is awakened, you gain the following benefits.", + "\n• Armor of the Spirits", + "You gain a +2 bonus to Armor Class.", + "\n• Astral Barrage", + "Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms." + ] + } + ], + "desc": "A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty." + }, + { + "name": "Way of the Ascendant Dragon", + "shortName": "Ascendant Dragon", + "source": "FTD", + "subclassFeatures": [ + { + "name": "Way of the Ascendant Dragon", + "level": 3, + "entries": [ + "\nDraconic Disciple", + "You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:", + "\n• Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.", + "\n• Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.", + "\n• Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.", + "\n\nBreath of the Dragon", + "You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.", + "At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again." + ] + }, + { + "name": "Wings Unfurled", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 6, + "header": 2, + "entries": [ + "When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Aspect of the Wyrm", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 11, + "header": 2, + "entries": [ + "The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:", + "\n• Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.", + "\n• Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.", + "\nOnce you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again." + ] + }, + { + "name": "Ascendant Aspect", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 17, + "header": 2, + "entries": [ + "Your draconic spirit reaches its peak. You gain the following benefits:", + "\n• Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.", + "\n• Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.", + "\n• Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice)." + ] + } + ], + "desc": "The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise." + }, + { + "name": "Way of the Cobalt Soul", + "shortName": "Cobalt Soul", + "source": "TDCSR", + "desc": "Driven by the pursuit of knowledge and its scholars' worship of The Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Library of the Cobalt Soul cause. To become a member of the Library of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.", + "className": "Monk", + "classSource": "PHB", + "subclassFeatures": [ + { + "name": "Way of the Cobalt Soul", + "source": "TDCSR", + "page": 173, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "\nExtract Aspects", + "Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.", + "Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities." + ] + }, + { + "name": "Extort Truth", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.", + "An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.", + "If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit." + ] + }, + { + "name": "Mystical Erudition", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also by 6th level, you have extensively studied the history and lore within the archives of the Library of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency." + ] + }, + { + "name": "Mystical Erudition (11th Level)", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 11, + "header": 2, + "entries": [ + "You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion\u2014(or you can double the bonus of an existing proficiency from the list) at 11th level." + ] + }, + { + "name": "Mystical Erudition (17th Level)", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "You gain an additional language and an additional skill proficiency from the list: Arcana, History, Investigation, Nature, or Religion\u2014(or you can double the bonus of an existing proficiency from the list) at 17th level." + ] + }, + { + "name": "Mind of Mercury", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect." + ] + }, + { + "name": "Debilitating Barrage", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.", + "If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours." + ] + } + ] + } + ], + "short": "A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.", + "URL": "https://i.imgur.com/WPdU9sw.png", + "multiclass": { + "require": { + "type": "and", + "dex": 13, + "wis": 13 + }, + "proficiencies": { + "weapons": [ + "simple", + "shortsword" + ] + } + } + }, + { + "name": "Paladin", + "source": "PHB", + "hd": "d10", + "choice": 3, + "specific": { + "name": "Lay on Hands", + "amount": "10", + "unlocked": true + }, + "primary": "Strength and Charisma", + "proficiency": { + "wis": true, + "cha": true + }, + "classTableGroups": [ + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 2 + ], + [ + 4, + 3, + 3, + 3, + 2 + ] + ] + } + ], + "armor": [ + "light", + "medium", + "heavy", + "shields" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": { + "choose": 2, + "from": [ + "Athletics", + "Insight", + "Intimidation", + "Medicine", + "Persuasion", + "Religion" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a martial weapon and a shield", + "two martial weapons" + ] + }, + { + "choose": 2, + "items": [ + "five javelins", + "any simple melee weapon" + ] + }, + { + "choose": 2, + "items": [ + "a priest's pack", + "an explorer's pack" + ] + }, + "chain mail and a holy symbol" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Divine Sense", + "entries": [ + "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses." + ] + }, + { + "name": "Lay on Hands", + "entries": [ + "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.", + "As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.", + "Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.", + "This feature has no effect on undead and constructs." + ] + } + ], + [ + { + "name": "Divine Smite", + "entries": [ + "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8." + ] + }, + { + "name": "Fighting Style", + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.", + "\n• Defense", + "While you are wearing armor, you gain a +1 bonus to AC.", + "\n• Dueling", + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "\n• Great Weapon Fighting", + "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.", + "\n• Protection", + "When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "\n• Blind Fighting", + "You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.", + "\n• Interception", + "When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.", + "\n• Blessed Warrior", + "You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.", + "\n• Preparing and Casting Spells", + "The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.", + "\n• Spellcasting Focus", + "You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells." + ] + } + ], + [ + { + "name": "auto", + "immune": [ + "disease" + ] + }, + { + "name": "Divine Health", + "entries": [ + "By 3rd level, the divine magic flowing through you makes you immune to disease." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Martial Versatility", + "source": "TCE", + "page": 52, + "className": "Paladin", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice." + ] + } + ], + [ + { + "name": "Extra Attack", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + } + ], + [ + { + "name": "Aura of Protection", + "entries": [ + "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "At 18th level, the range of this aura increases to 30 feet." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Aura of Courage", + "entries": [ + "Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." + ] + } + ], + [ + { + "name": "Improved Divine Smite", + "entries": [ + "By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Cleansing Touch", + "entries": [ + "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Aura improvements", + "entries": [ + "At 18th level, the range of your Aura of Protection increases to 30 feet." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [] + ], + "subclassTitle": "Sacred Oath", + "subclasses": [ + { + "name": "Oath of the Ancients", + "subclassFeatures": [ + { + "name": "Oath of the Ancients", + "entries": [ + "\nTenets of the Ancients", + "The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.", + "\nKindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.", + "\nShelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.", + "\nPreserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.", + "\nBe the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.", + "\nOath Spells", + "You gain oath spells at the paladin levels listed.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - ensnaring strike, speak with animals\n5th - moonbeam, misty step\n9th - plant growth, protection from energy\n13th - ice storm, stoneskin\n17 - commune with nature, tree stride", + "\nChannel Divinity: Nature's Wrath", + "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", + "\nChannel Divinity: Turn the Faithless", + "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aura of Warding", + "entries": [ + "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.", + "At 18th level, the range of this aura increases to 30 feet." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Undying Sentinel", + "entries": [ + "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.", + "Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Elder Champion", + "entries": [ + "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.", + "Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:", + "\n• At the start of each of your turns, you regain 10 hit points.", + "• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.", + "• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.", + "\nOnce you use this feature, you can't use it again until you finish a long rest." + ], + "level": 20 + } + ], + "source": "PHB", + "desc": "The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things - leaves, antlers, or flowers - to reflect their commitment to preserving life and light in the world." + }, + { + "name": "Oath of Conquest", + "subclassFeatures": [ + { + "name": "Oath of Conquest", + "entries": [ + "\nTenets of Conquest", + "A paladin who takes this oath has the tenets of conquest seared on the upper arm.", + "\nDouse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.", + "\nRule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.", + "\nStrength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - armor of Agathys, command\n5th - hold person, spiritual weapon\n9th - bestow curse, fear\n13th - dominate beast, stoneskin\n17 - cloudkill, dominate person", + "\nChannel Divinity: Conquering Presence", + "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", + "\nChannel Divinity: Guided Strike", + "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aura of Conquest", + "entries": [ + "Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.", + "If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.", + "At 18th level, the range of this aura increases to 30 feet." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Scornful Rebuke", + "entries": [ + "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Invincible Conqueror", + "entries": [ + "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:", + "\n• You have resistance to all damage.", + "• When you take the Attack action on your turn, you can make one additional attack as part of that action.", + "• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.", + "\nOnce you use this feature, you can't use it again until you finish a long rest." + ], + "level": 20 + } + ], + "source": "XGE", + "desc": "The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.\n\nSome of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins - called hell knights - as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness." + }, + { + "name": "Oath of the Crown", + "subclassFeatures": [ + { + "name": "Oath of the Crown", + "entries": [ + "\nTenets of the Crown", + "The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.", + "\nLaw. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.", + "\nLoyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.", + "\nCourage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?", + "\nResponsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - command, compelled duel\n5th - warding bond, zone of truth\n9th - aura of vitality, spirit guardians\n13th - banishment, guardian of faith\n17 - circle of power, geas", + "\nChannel Divinity: Champion Challenge", + "As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.", + "\nChannel Divinity: Turn the Tide", + "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Divine Allegiance", + "entries": [ + "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Unyielding Spirit", + "entries": [ + "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Exalted Champion", + "entries": [ + "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:", + "\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", + "• Your allies have advantage on death saving throws while within 30 feet of you.", + "• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.", + "This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 20 + } + ], + "source": "SCAG", + "desc": "The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks." + }, + { + "name": "Oath of Devotion", + "subclassFeatures": [ + { + "name": "Oath of Devotion", + "entries": [ + "\nTenets of Devotion", + "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.", + "\n Honesty. Don't lie or cheat. Let your word be your promise.", + "\n Courage. Never fear to act, though caution is wise.", + "\nCompassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.", + "\nHonor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.", + "\nDuty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - protection from evil and good, sanctuary\n5th - lesser restoration, zone of truth\n9th - beacon of hope, dispel magic\n13th - freedom of movement, guardian of faith\n17 - commune, flame strike", + "\nChannel Divinity: Sacred Weapon", + "As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.", + "You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.", + "\nChannel Divinity: Turn the Unholy", + "As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aura of Devotion", + "entries": [ + "Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Purity of Spirit", + "entries": [ + "Beginning at 15th level, you are always under the effects of a protection from evil and good spell." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Holy Nimbus", + "entries": [ + "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.", + "Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.", + "In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 20 + } + ], + "source": "PHB", + "desc": "The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels - the perfect servants of good - as their ideals, and incorporate images of angelic wings into their helmets or coats of arms." + }, + { + "name": "Oath of Redemption", + "subclassFeatures": [ + { + "name": "Oath of Redemption", + "entries": [ + "\nTenets of Redemption", + "The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.", + "\nPeace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.", + "\nInnocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.", + "\nPatience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.", + "\nWisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - sanctuary, sleep\n5th - calm emotions, hold person\n9th - counterspell, hypnotic pattern\n13th - Otiluke's resilient sphere, stoneskin\n17 - hold monster, wall of force", + "\nChannel Divinity: Emissary of Peace", + "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", + "\nChannel Divinity: Rebuke the Violent", + "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aura of the Guardian", + "entries": [ + "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.", + "At 18th level, the range of this aura increases to 30 feet." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Protective Spirit", + "entries": [ + "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Emissary of Redemption", + "entries": [ + "At 20th level, you become an avatar of peace, which gives you two benefits:", + "\n• You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).", + "• Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.", + "\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest." + ], + "level": 20 + } + ], + "source": "XGE", + "desc": "The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.\n\nWhile redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption." + }, + { + "name": "Oath of Vengeance", + "subclassFeatures": [ + { + "name": "Oath of Vengeance", + "entries": [ + "\nTenets of Vengeance", + "The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.", + "\nFight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.", + "\nNo Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.", + "\nBy Any Means Necessary. My qualms can't get in the way of exterminating my foes.", + "\nRestitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.", + "\nOath Spells", + "Paladin Level - Spells", + "3rd - bane, hunter's mark\n5th - hold person, misty step\n9th - haste, protection from energy\n13th - banishment, dimension door\n17 - hold monster, scrying", + "\nChannel Divinity: Abjure Enemy", + "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.", + "On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.", + "On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.", + "\nChannel Divinity: Vow of Enmity", + "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Relentless Avenger", + "entries": [ + "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Soul of Vengeance", + "entries": [ + "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Avenging Angel", + "entries": [ + "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + "\n• Wings sprout from your back and grant you a flying speed of 60 feet.", + "• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.", + "\nOnce you use this feature, you can't use it again until you finish a long rest." + ], + "level": 20 + } + ], + "source": "PHB", + "desc": "The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins - sometimes called avengers or dark knights - their own purity is not as important as delivering justice." + }, + { + "name": "Oathbreaker", + "subclassFeatures": [ + { + "name": "Oathbreaker", + "entries": [ + "\nOathbreaker Spells", + "Paladin Level - Spells", + "3rd - hellish rebuke, inflict wounds\n5th - crown of madness, darkness\n9th - animate dead, bestow curse\n13th - blight, confusion\n17 - contagion, dominate person", + "\nOathbreaker Channel Divinity: Control Undead", + "As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.", + "\nOathbreaker Channel Divinity: Dreadful Aspect", + "As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Aura of Hate", + "entries": [ + "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.", + "At 18th level, the range of this aura increases to 30 feet." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Supernatural Resistance", + "entries": [ + "At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons." + ], + "level": 15 + }, + { + "type": "entries", + "name": "Dread Lord", + "entries": [ + "At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.", + "While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.", + "After activating the aura, the paladin can't do so again until he or she finishes a long rest." + ], + "level": 20 + } + ], + "source": "DMG", + "desc": "An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.\n\nA paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features." + }, + { + "name": "Oath of Glory", + "shortName": "Glory", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "additionalSpells": [ + { + "prepared": { + "3": [ + "guiding bolt", + "heroism" + ], + "5": [ + "enhance ability", + "magic weapon" + ], + "9": [ + "haste", + "protection from energy" + ], + "13": [ + "compulsion", + "freedom of movement" + ], + "17": [ + "commune", + "flame strike" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Oath of Glory", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.", + "\n• Tenets of Glory", + "The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.", + " - Actions over Words. Strive to be known by glorious deeds, not words.", + " - Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.", + " - Hone the Body. Like raw stone, your body must be worked so its potential can be realized.", + " - Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.", + "\n• Oath Spells", + "You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.", + "\nPaladin Level - Spells", + "3rd - guiding bolt, heroism", + "5th - enhance ability, magic weapon", + "9th - haste, protection from energy", + "13th - compulsion, freedom of movement", + "17th - commune, flame strike", + "\n• Channel Divinity", + "You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.", + " - Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).", + " - Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like." + ] + }, + { + "name": "Aura of Alacrity", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.", + "When you reach 18th level in this class, the range of the aura increases to 10 feet." + ] + }, + { + "name": "Glorious Defense", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Living Legend", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 20, + "header": 2, + "entries": [ + "You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:", + "• You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.", + "• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.", + "• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + ] + } + ], + "desc": "Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls." + }, + { + "name": "Oath of the Watchers", + "shortName": "Watchers", + "source": "TCE", + "page": 54, + "additionalSpells": [ + { + "prepared": { + "3": [ + "alarm", + "detect magic" + ], + "5": [ + "moonbeam", + "see invisibility" + ], + "9": [ + "counterspell", + "nondetection" + ], + "13": [ + "aura of purity", + "banishment" + ], + "17": [ + "hold monster", + "scrying" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Oath of the Watchers", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.", + "Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.", + "\n• Tenets of the Watchers", + "A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.", + " - Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.", + " - Loyalty. ever accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.", + " - Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.", + "\n• Oath Spells", + "You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.", + "\nPaladin Level - Spells", + "3rd - alarm, detect magic", + "5th - moonbeam, see invisibility", + "9th - counterspell, nondetection", + "13th - aura of purity, banishment", + "19th - hold monster, scrying", + "\n• Channel Divinity", + "You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.", + " - Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.", + " - Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action." + ] + }, + { + "name": "Aura of the Sentinel", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Vigilant Rebuke", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw." + ] + }, + { + "name": "Mortal Bulwark", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 20, + "header": 2, + "entries": [ + "You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:", + "• You gain truesight with a range of 120 feet.", + "• You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.", + "• When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.", + "Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + ] + } + ], + "desc": "Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle." + }, + { + "name": "Oath of the Open Sea", + "shortName": "Open Sea", + "source": "TDCSR", + "className": "Paladin", + "classSource": "PHB", + "additionalSpells": [ + { + "prepared": { + "3": [ + "create or destroy water", + "expeditious retreat" + ], + "5": [ + "augury", + "misty step" + ], + "9": [ + "call lightning", + "freedom of the waves" + ], + "13": [ + "control water", + "freedom of movement" + ], + "17": [ + "commune with nature", + "freedom of the winds" + ] + } + } + ], + "desc": "The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.", + "subclassFeatures": [ + { + "name": "Oath of the Open Sea", + "source": "TDCSR", + "page": 174, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "\nTenets of the Open Sea", + "Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.", + "\n• No Greater Life than a Life Lived Free", + "One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.", + "\n• Trust the Skies", + "The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.", + "\n• Adapt Like the Water", + "The waters of the ocean can shift around any obstacle\u2014or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.", + "\n• Explore the Uncharted", + "The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.", + { + "name": "Oath Spells", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells table. Spells marked with an asterisk are new spells described on the spells page.", + "\nOath of the Open Sea Spells", + "Paladin Level - Spells", + "1st - create or destroy water, expeditious retreat", + "3rd - augury, misty step", + "5th - call lightning, freedom of the waves*", + "7th - control water, freedom of movement", + "9th - commune with nature, freedom of the winds*" + ] + }, + { + "name": "Channel Divinity", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + "\n• Marine Layer", + "As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).", + "\n• Fury of the Tides", + "As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier." + ] + } + ] + }, + { + "name": "Aura of Liberation", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints." + ] + }, + { + "name": "Stormy Waters", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone." + ] + }, + { + "name": "Aura of Liberation (18th Level)", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 18, + "header": 2, + "entries": [ + "When you reach 18th level in this class, the aura affects creatures within 30 feet of you." + ] + }, + { + "name": "Mythic Swashbuckler", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.", + "If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.", + "You can take the Dash or Disengage action as a bonus action.", + "You have advantage on Dexterity checks and Dexterity 1 against effects you can see." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ] + } + ], + "short": "A holy warrior bound to a sacred oath.", + "URL": "https://i.imgur.com/YQCjb88.png", + "multiclass": { + "require": { + "type": "and", + "str": 13, + "cha": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple", + "martial" + ] + } + } + }, + { + "name": "Ranger", + "source": "PHB", + "hd": "d10", + "choice": 3, + "specific": { + "name": "Favored Enemy", + "amount": "1", + "unlocked": true + }, + "primary": "Dexterity and Wisdom", + "proficiency": { + "str": true, + "dex": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Spells Known" + ], + "rows": [ + [ + 0 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 6 + ], + [ + 6 + ], + [ + 7 + ], + [ + 7 + ], + [ + 8 + ], + [ + 8 + ], + [ + 9 + ], + [ + 9 + ], + [ + 10 + ], + [ + 10 + ], + [ + 11 + ], + [ + 11 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 2 + ], + [ + 4, + 3, + 3, + 3, + 2 + ] + ] + } + ], + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": { + "choose": 3, + "from": [ + "Animal Handling", + "Athletics", + "Insight", + "Investigation", + "Nature", + "Perception", + "Stealth", + "Survival" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "scale mail", + "leather armor" + ] + }, + { + "choose": 2, + "items": [ + "two shortswords", + "two simple melee weapons" + ] + }, + { + "choose": 2, + "items": [ + "a dungeoneer's pack", + "an explorer's pack" + ] + }, + "a longbow and a quiver of 20 arrows" + ], + "goldAlternative": "5" + }, + "classFeatures": [ + [ + { + "name": "Favored Enemy", + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.", + "Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies.", + "You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", + "When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.", + "You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Natural Explorer", + "entries": [ + "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.", + "While traveling for an hour or more in your favored terrain, you gain the following benefits:", + "• Difficult terrain doesn't slow your group's travel.", + "• Your group can't become lost except by magical means.", + "• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", + "• If you are traveling alone, you can move stealthily at a normal pace.", + "• When you forage, you find twice as much food as you normally would.", + "• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "You choose additional favored terrain types at 6th and 10th level." + ] + }, + { + "name": "Favored Foe", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature", + "When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).", + "The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.", + "You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level." + ] + }, + { + "name": "Deft Explorer", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature, which replaces the Natural Explorer feature", + "You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.", + "• Canny", + "Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.", + "You can also speak, read, and write two additional languages of your choice." + ] + } + ], + [ + { + "name": "Fighting Style", + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", + "\n• Archery", + "You gain a +2 bonus to attack rolls you make with ranged weapons.", + "\n• Defense", + "While you are wearing armor, you gain a +1 bonus to AC.", + "\n• Dueling", + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "\n• Two-Weapon Fighting", + "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "\n• Blind Fighting", + "You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.", + "\n• Thrown Weapon Fighting", + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon.", + "In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.", + "\n• Druidic Warrior", + "You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.", + "\n• Spell Slots", + "The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.", + "\n• Spells Known of 1st Level and Higher", + "You know two 1st-level spells of your choice from the ranger spell list.", + "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "name": "Spellcasting Focus", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals." + ] + } + ], + [ + { + "name": "Primeval Awareness", + "entries": [ + "Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number." + ] + }, + { + "name": "Primal Awareness", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature, which replaces the Primeval Awareness feature", + "You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.", + "\n• Primal Awareness Spells", + "Ranger Level - Spells", + "3rd - speak with animals", + "5th - beast sense", + "9th - speak with plants", + "13th - locate creature", + "17th - commune with nature", + "You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Martial Versatility", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice." + ] + } + ], + [ + { + "name": "Extra Attack", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + } + ], + [ + { + "name": "Favored Enemy and Natural Explorer improvements", + "entries": [ + "At 6th level, you gain an additional favored terrain.", + "At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Deft Explorer Improvement", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class feature", + "You gain an additional benefit when you reach 6th level in this class.", + "- Roving. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed." + ] + } + ], + [], + [ + { + "name": "ASI" + }, + { + "name": "Land's Stride", + "entries": [ + "Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", + "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell." + ] + } + ], + [], + [ + { + "name": "Hide in Plain Sight", + "entries": [ + "Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.", + "Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit." + ] + }, + { + "name": "Natural Explorer improvement", + "entries": [ + "You gain an additional favored terrain." + ] + }, + { + "name": "Nature's Veil", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Deft Explorer Improvement", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You gain an additional benefit when you reach 10th level in this class.", + " - Tireless. As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Vanish", + "entries": [ + "Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail." + ] + }, + { + "name": "Favored Enemy improvement", + "entries": [ + "At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Feral Senses", + "entries": [ + "At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Foe Slayer", + "entries": [ + "At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied." + ] + } + ] + ], + "subclassTitle": "Ranger Archetype", + "subclasses": [ + { + "name": "Beast Master", + "subclassFeatures": [ + { + "name": "Beast Master", + "entries": [ + "\nRanger's Companion", + "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.", + "The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.", + "If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.", + "Like any creature, the beast can spend hit dice during a short rest.", + "While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.", + "If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Exceptional Training", + "entries": [ + "Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Bestial Fury", + "entries": [ + "Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Share Spells", + "entries": [ + "Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you." + ], + "level": 15 + } + ], + "source": "PHB", + "desc": "The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend." + }, + { + "name": "Gloom Stalker", + "subclassFeatures": [ + { + "name": "Gloom Stalker", + "entries": [ + "\nGloom Stalker Magic", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "\nGloom Stalker Spells", + "Ranger Level - Spells", + "3rd - disguise self\n5th - rope trick\n9th - fear\n13th - greater invisibility\n17th - seeming", + "\nDread Ambusher", + "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.", + "At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.", + "\nUmbral Sight", + "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.", + "You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Iron Mind", + "entries": [ + "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Stalker's Flurry", + "entries": [ + "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Shadowy Dodge", + "entries": [ + "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll." + ], + "level": 15 + } + ], + "source": "XGE", + "desc": "Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows." + }, + { + "name": "Horizon Walker", + "subclassFeatures": [ + { + "name": "Horizon Walker", + "entries": [ + "\nHorizon Walker Magic", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "Ranger Level - Spells", + "3rd - protection from evil and good\n5th - misty step\n9th - haste\n13th - banishment\n17th - teleportation circle", + "\nDetect Portal", + "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.", + "Once you use this feature, you can't use it again until you finish a short or long rest.", + "See the \"Planar Travel\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.", + "\nPlanar Warrior", + "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.", + "As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Ethereal Step", + "entries": [ + "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Distant Strike", + "entries": [ + "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.", + "If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Spectral Defense", + "entries": [ + "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn." + ], + "level": 15 + } + ], + "source": "XGE", + "desc": "Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse - especially benevolent dragons, fey, and elementals - that work to preserve life and the order of the planes." + }, + { + "name": "Hunter", + "subclassFeatures": [ + { + "name": "Hunter", + "entries": [ + "\nColossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.", + "\nGiant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.", + "\nHorde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Defensive Tactics", + "entries": [ + "At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.", + "\nEscape the Horde. Opportunity attacks against you are made with disadvantage.", + "\nMultiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.", + "\nSteel Will. You have advantage on saving throws against being frightened." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Multiattack", + "entries": [ + "At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.", + "\nVolley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.", + "\nWhirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Superior Hunter's Defense", + "entries": [ + "At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.", + "\nEvasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "\nStand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.", + "\nUncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ], + "level": 15 + } + ], + "source": "PHB", + "desc": "Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons." + }, + { + "name": "Monster Slayer", + "subclassFeatures": [ + { + "name": "Monster Slayer", + "entries": [ + "\nMonster Slayer Magic", + "Ranger Level - Spells", + "3rd - protection from evil and good\n5th - zone of truth\n9th - magic circle\n13th - banishment\n17th - hold monster", + "\nHunter's Sense", + "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.", + "\nSlayer's Prey", + "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.", + "This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Supernatural Defense", + "entries": [ + "At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll." + ], + "level": 7 + }, + { + "type": "entries", + "name": "Magic-User's Nemesis", + "entries": [ + "At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 11 + }, + { + "type": "entries", + "name": "Slayer's Counter", + "entries": [ + "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects." + ], + "level": 15 + } + ], + "source": "XGE", + "desc": "You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes." + }, + { + "name": "Fey Wanderer", + "shortName": "Fey Wanderer", + "source": "TCE", + "page": 58, + "additionalSpells": [ + { + "prepared": { + "3": [ + "charm person" + ], + "5": [ + "misty step" + ], + "9": [ + "dispel magic" + ], + "13": [ + "dimension door" + ], + "17": [ + "mislead" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Fey Wanderer", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.", + { + "name": "Dreadful Strikes", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "3rd-level Fey Wanderer feature", + "You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.", + "The extra damage increases to 1d6 when you reach 11th level in this class." + ] + }, + { + "name": "Fey Wanderer Magic", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "3rd-level Fey Wanderer feature", + "You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Fey Wanderer Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "charm person" + ], + [ + "5th", + "misty step" + ], + [ + "9th", + "dispel magic" + ], + [ + "13th", + "dimension door" + ], + [ + "17th", + "mislead" + ] + ] + }, + "You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.", + { + "type": "table", + "caption": "Feywild Gifts", + "colLabels": [ + "d6", + "Gift" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Illusory butterflies flutter around you while you take a short or long rest." + ], + [ + "2", + "Fresh, seasonal flowers sprout from your hair each dawn." + ], + [ + "3", + "You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice." + ], + [ + "4", + "Your shadow dances while no one is looking directly at it." + ], + [ + "5", + "Horns or antlers sprout from your head." + ], + [ + "6", + "Your skin and hair change color to match the season at each dawn." + ] + ] + } + ] + }, + { + "name": "Otherworldly Glamour", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "3rd-level Fey Wanderer feature", + "Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).", + "In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion." + ] + } + ] + }, + { + "name": "Beguiling Twist", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "7th-level Fey Wanderer feature", + "The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.", + "In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save." + ] + }, + { + "name": "Fey Reinforcements", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "11th-level Fey Wanderer feature", + "The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.", + "Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting." + ] + }, + { + "name": "Misty Wanderer", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "15th-level Fey Wanderer feature", + "You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.", + "In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space." + ] + } + ], + "desc": "A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms." + }, + { + "name": "Swarmkeeper", + "shortName": "Swarmkeeper", + "source": "TCE", + "page": 59, + "additionalSpells": [ + { + "prepared": { + "3": [ + "mage hand", + "faerie fire" + ], + "5": [ + "web" + ], + "9": [ + "gaseous form" + ], + "13": [ + "arcane eye" + ], + "17": [ + "insect plague" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Swarmkeeper", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.", + "\n• Gathered Swarm", + "A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.", + "d4 - Appearance", + "1 - Swarming insects", + "2 - Miniature twig blights", + "3 - Fluttering birds", + "4 - Playful pixies", + "Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:", + "• The attack's target takes 1d6 piercing damage from the swarm.", + "• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.", + "• You are moved by the swarm 5 feet horizontally in a direction of your choice.", + "\nIt's Your Swarm", + "A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the \"Personalizing Spells\" section in chapter 3.", + "Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!", + "\n• Swarmkeeper Magic", + "You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.", + "You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "Ranger Level - Spells", + "3rd - faerie fire", + "5th - web", + "9th - gaseous form", + "13th - arcane eye", + "17th - insect plague" + ] + }, + { + "name": "Writhing Tide", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Mighty Swarm", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "Your Gathered Swarm grows mightier in the following ways:", + "• The damage of Gathered Swarm increases to 1d8.", + "• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.", + "• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn." + ] + }, + { + "name": "Swarming Dispersal", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "desc": "Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. " + }, + { + "name": "Drakewarden", + "shortName": "Drakewarden", + "source": "FTD", + "className": "Ranger", + "classSource": "PHB", + "desc": "Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride.", + "additionalSpells": [ + { + "known": { + "3": [ + "thaumaturgy#c" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Drakewarden", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 3, + "entries": [ + "Draconic Gift", + "The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:", + "\n• Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.", + "\n• Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.", + "\nDrake Companion", + "As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.", + "The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.", + "In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.", + "The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.", + "Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it." + ] + }, + { + "name": "Bond of Fang and Scale", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 7, + "header": 2, + "entries": [ + "The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.", + "In addition, while your drake is summoned, you and the drake gain the following benefits:", + "\n• Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.", + "\n• Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.", + "\n• Resistance. You gain resistance to the damage type chosen for the drake's Draconic Essence." + ] + }, + { + "name": "Drake's Breath", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 11, + "header": 2, + "entries": [ + "As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.", + "This damage increases to 10d6 when you reach 15th level in this class.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again." + ] + }, + { + "name": "Perfected Bond", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 15, + "header": 2, + "entries": [ + "Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:", + "\n• Empowered Bite. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).", + "\n• Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.", + "\n• Reflexive Resistance. When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ], + "short": "A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.", + "URL": "https://i.imgur.com/PycG0SE.png", + "multiclass": { + "require": { + "type": "and", + "dex": 13, + "wis": 13 + }, + "proficiencies": { + "armor": [ + "light", + "medium", + "shields" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": { + "choose": 1, + "from": [ + "Animal Handling", + "Athletics", + "Insight", + "Investigation", + "Nature", + "Perception", + "Stealth", + "Survival" + ] + } + } + } + }, + { + "name": "Rogue", + "source": "PHB", + "hd": "d8", + "choice": 3, + "specific": { + "name": "Sneak Attack", + "amount": "1", + "unlocked": true + }, + "primary": "Dexterity", + "proficiency": { + "dex": true, + "int": true + }, + "classTableGroups": [ + { + "subclasses": [ + { + "name": "Arcane Trickster", + "source": "PHB" + } + ], + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 3, + 3 + ], + [ + 3, + 4 + ], + [ + 3, + 4 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ], + [ + 3, + 6 + ], + [ + 3, + 6 + ], + [ + 4, + 7 + ], + [ + 4, + 8 + ], + [ + 4, + 8 + ], + [ + 4, + 9 + ], + [ + 4, + 10 + ], + [ + 4, + 10 + ], + [ + 4, + 11 + ], + [ + 4, + 11 + ], + [ + 4, + 11 + ], + [ + 4, + 12 + ], + [ + 4, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Arcane Trickster", + "source": "PHB" + } + ], + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ], + "armor": [ + "light" + ], + "weapons": [ + "simple", + "hand crossbows", + "longswords", + "rapiers", + "shortswords" + ], + "tools": [ + "thieves' tools" + ], + "skills": { + "choose": 4, + "from": [ + "Acrobatics", + "Athletics", + "Deception", + "Insight", + "Intimidation", + "Investigation", + "Perception", + "Performance", + "Persuasion", + "Sleight of Hand", + "Stealth" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a rapier", + "a shortsword" + ] + }, + { + "choose": 2, + "items": [ + "a shortbow and quiver of 20 arrows", + "a shortsword" + ] + }, + { + "choose": 3, + "items": [ + "a burglar's pack", + "a dungeoneer's pack", + "an explorer's pack" + ] + }, + "leather armor, two daggers, and thieves' tools" + ], + "goldAlternative": "4" + }, + "classFeatures": [ + [ + { + "name": "Expertise", + "entries": [ + "At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit." + ] + }, + { + "name": "Sneak Attack", + "entries": [ + "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table." + ] + }, + { + "name": "Thieves' Cant", + "entries": [ + "During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.", + "In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run." + ] + } + ], + [ + { + "name": "Cunning Action", + "entries": [ + "Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action." + ] + } + ], + [ + { + "name": "Steady Aim", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Uncanny Dodge", + "entries": [ + "Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + } + ], + [ + { + "name": "Expertise", + "entries": [ + "At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise." + ] + } + ], + [ + { + "name": "Evasion", + "entries": [ + "Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Reliable Talent", + "entries": [ + "By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Blindsense", + "entries": [ + "Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you." + ] + } + ], + [ + { + "name": "auto", + "save": { + "wis": true + } + }, + { + "name": "Slippery Mind", + "entries": [ + "By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Elusive", + "entries": [ + "Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Stroke of Luck", + "entries": [ + "At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + } + ] + ], + "subclassTitle": "Roguish Archetype", + "subclasses": [ + { + "name": "Arcane Trickster", + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Arcane Trickster", + "source": "PHB" + } + ], + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 3, + 3 + ], + [ + 3, + 4 + ], + [ + 3, + 4 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ], + [ + 3, + 6 + ], + [ + 3, + 6 + ], + [ + 4, + 7 + ], + [ + 4, + 8 + ], + [ + 4, + 8 + ], + [ + 4, + 9 + ], + [ + 4, + 10 + ], + [ + 4, + 10 + ], + [ + 4, + 11 + ], + [ + 4, + 11 + ], + [ + 4, + 11 + ], + [ + 4, + 12 + ], + [ + 4, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Arcane Trickster", + "source": "PHB" + } + ], + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th" + ], + "rows": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ], + "subclassFeatures": [ + { + "name": "Arcane Trickster", + "entries": [ + "\nMage Hand Legerdemain", + "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:", + "\n• You can stow one object the hand is holding in a container worn or carried by another creature.", + "• You can retrieve an object in a container worn or carried by another creature.", + "• You can use thieves' tools to pick lock and disarm traps at range.", + "\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.", + "In addition, you can use the bonus action granted by your Cunning Action to control the hand.", + "\nSpellcasting", + "When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.", + "\nCantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.", + "\nSpell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.", + "\nSpells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.", + "The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.", + "\nSpellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.", + "\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier", + "Spell attack modifier = your proficiency bonus + your Intelligence modifier" + ], + "level": 3 + }, + { + "type": "entries", + "name": "Magical Ambush", + "entries": [ + "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Versatile Trickster", + "entries": [ + "At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Spell Thief", + "entries": [ + "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.", + "Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers." + }, + { + "name": "Assassin", + "subclassFeatures": [ + { + "name": "Assassin", + "entries": [ + "\nAssassinate", + "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", + "\nBonus Proficiencies", + "When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit and the poisoner's kit." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Infiltration Expertise", + "entries": [ + "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.", + "Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Impostor", + "entries": [ + "At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.", + "Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Death Strike", + "entries": [ + "Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "You focus your training on the grim art of the death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency." + }, + { + "name": "Inquisitive", + "subclassFeatures": [ + { + "name": "Inquisitive", + "entries": [ + "\nEar for Deceit", + "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.", + "\nEye for Detail", + "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.", + "\nInsightful Fighting", + "At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.", + "This benefit lasts for 1 minute or until you successfully use this feature against a different target." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Steady Eye", + "entries": [ + "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Unerring Eye", + "entries": [ + "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Eye for Weakness", + "entries": [ + "At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils." + }, + { + "name": "Mastermind", + "subclassFeatures": [ + { + "name": "Mastermind", + "entries": [ + "\nMaster of Intrigue", + "When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.", + "Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.", + "\nMaster of Tactics", + "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Insightful Manipulator", + "entries": [ + "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:", + "• Intelligence score", + "• Wisdom score", + "• Charisma score", + "• Class levels (if any)", + "At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Misdirection", + "entries": [ + "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Soul of Deceit", + "entries": [ + "Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.", + "Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures." + }, + { + "name": "Scout", + "subclassFeatures": [ + { + "name": "Scout", + "entries": [ + "\nSkirmisher", + "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.", + "\nSurvivalist", + "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Superior Mobility", + "entries": [ + "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Ambush Master", + "entries": [ + "Starting at 13th level, you excel at leading ambushes and acting first in a fight.", + "You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Sudden Strike", + "entries": [ + "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world." + }, + { + "name": "Swashbuckler", + "subclassFeatures": [ + { + "name": "Swashbuckler", + "entries": [ + "\nFancy Footwork", + "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.", + "\nRakish Audacity", + "Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.", + "You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Panache", + "entries": [ + "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.", + "If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.", + "If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Elegant Maneuver", + "entries": [ + "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Master Duelist", + "entries": [ + "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest." + ], + "level": 17 + } + ], + "source": "XGE", + "desc": "You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.\n\nA Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent." + }, + { + "name": "Thief", + "subclassFeatures": [ + { + "name": "Thief", + "entries": [ + "\nFast Hands", + "Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.", + "\nSecond-Story Work", + "When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.", + "In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier." + ], + "level": 3 + }, + { + "type": "entries", + "name": "Supreme Sneak", + "entries": [ + "Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn." + ], + "level": 9 + }, + { + "type": "entries", + "name": "Use Magic Device", + "entries": [ + "By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items." + ], + "level": 13 + }, + { + "type": "entries", + "name": "Thief's Reflexes", + "entries": [ + "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised." + ], + "level": 17 + } + ], + "source": "PHB", + "desc": "You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ." + }, + { + "name": "Phantom", + "shortName": "Phantom", + "source": "TCE", + "page": 62, + "subclassFeatures": [ + { + "name": "Phantom", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.", + "Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.", + "How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?", + "\n• Whispers of the Dead", + "Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.", + "\n• Wails from the Grave", + "As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Tokens of the Departed", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.", + "You can use soul trinkets in the following ways:", + "• While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.", + "• When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.", + "• As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM." + ] + }, + { + "name": "Ghost Walk", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 13, + "header": 2, + "entries": [ + "You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.", + "You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk." + ] + }, + { + "name": "Death's Friend", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "Your association with death has become so close that you gain the following benefits:", + "• When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.", + "• At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you." + ] + } + ], + "desc": "Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. " + }, + { + "name": "Soulknife", + "shortName": "Soulknife", + "source": "TCE", + "page": 63, + "subclassFeatures": [ + { + "name": "Soulknife", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.", + "Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.", + "As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.", + "\n• Psionic Power", + "You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", + "Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.", + "When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", + "The powers below use your Psionic Energy dice.", + "• Psi-Bolstered Knack", + "When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.", + "• Psi-Psychic Whispers", + "You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.", + "The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.", + "\n• Psychic Blades", + "You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.", + "After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6." + ] + }, + { + "name": "Soul Blades", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:", + "• Homing Strikes", + "If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.", + "• Psychic Teleportation", + "As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes." + ] + }, + { + "name": "Psychic Veil", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 13, + "header": 2, + "entries": [ + "You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again." + ] + }, + { + "name": "Rend Mind", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again." + ] + } + ], + "desc": "Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work." + } + ], + "short": "A scoundrel who uses stealth and trickery to overcome obstacles and enemies.", + "URL": "https://i.imgur.com/izymB0h.png", + "multiclass": { + "require": { + "type": "and", + "dex": 13 + }, + "proficiencies": { + "armor": [ + "light" + ], + "tools": [ + "thieves' tools" + ], + "skills": { + "choose": 1, + "from": [ + "Acrobatics", + "Athletics", + "Deception", + "Insight", + "Intimidation", + "Investigation", + "Perception", + "Performance", + "Persuasion", + "Sleight of Hand", + "Stealth" + ] + } + } + } + }, + { + "name": "Sorcerer", + "source": "PHB", + "hd": "d6", + "choice": 1, + "specific": { + "name": "Sorcery Points", + "amount": "0", + "unlocked": true + }, + "primary": "Charisma", + "proficiency": { + "con": true, + "cha": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Sorcery Points" + ], + "rows": [ + [ + 0 + ], + [ + 2 + ], + [ + 3 + ], + [ + 4 + ], + [ + 5 + ], + [ + 6 + ], + [ + 7 + ], + [ + 8 + ], + [ + 9 + ], + [ + 10 + ], + [ + 11 + ], + [ + 12 + ], + [ + 13 + ], + [ + 14 + ], + [ + 15 + ], + [ + 16 + ], + [ + 17 + ], + [ + 18 + ], + [ + 19 + ], + [ + 20 + ] + ] + }, + { + "colLabels": [ + "Cantrips Known", + "Spells Known" + ], + "rows": [ + [ + 4, + 2 + ], + [ + 4, + 3 + ], + [ + 4, + 4 + ], + [ + 5, + 5 + ], + [ + 5, + 6 + ], + [ + 5, + 7 + ], + [ + 5, + 8 + ], + [ + 5, + 9 + ], + [ + 5, + 10 + ], + [ + 6, + 11 + ], + [ + 6, + 12 + ], + [ + 6, + 12 + ], + [ + 6, + 13 + ], + [ + 6, + 13 + ], + [ + 6, + 14 + ], + [ + 6, + 14 + ], + [ + 6, + 15 + ], + [ + 6, + 15 + ], + [ + 6, + 15 + ], + [ + 6, + 15 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th", + "9th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "weapons": [ + "daggers", + "darts", + "slings", + "quarterstaffs", + "light crossbows" + ], + "skills": { + "choose": 2, + "from": [ + "Arcana", + "Deception", + "Insight", + "Intimidation", + "Persuasion", + "Religion" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a light crossbow and 20 bolts", + "a any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a component pouch", + "an arcane focus" + ] + }, + { + "choose": 2, + "items": [ + "a dungeoneer's pack", + "an explorer's pack" + ] + }, + "two daggers" + ], + "goldAlternative": "3" + }, + "classFeatures": [ + [ + { + "name": "Spellcasting", + "entries": [ + "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.", + "\n• Cantrips", + "At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.", + "\n• Spell Slots", + "The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.", + "\n• Spells Known of 1st Level and Higher", + "You know two 1st-level spells of your choice from the sorcerer spell list.", + "You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.", + "\n• Spellcasting Focus", + "You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells." + ] + } + ], + [ + { + "name": "auto", + "specific": { + "name": "Sorcery Points", + "amount": "level" + } + }, + { + "name": "Font of Magic", + "entries": [ + "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects", + "\n• Sorcery Points", + "You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.", + "\n• Flexible Casting", + "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.", + "Creating Spell Slots", + "You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.", + "\nSpell Level - Sorcery Points Cost", + "1st - 2", + "2nd - 3", + "3rd - 5", + "4th - 6", + "5th - 7", + "\nConverting a Spell Slot to Sorcery Points", + "As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level." + ] + } + ], + [ + { + "name": "Metamagic", + "entries": [ + "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.", + "You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.", + "\n• Careful Spell", + "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "\n• Distant Spell", + "When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.", + "When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "\n• Empowered Spell", + "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). You must use the new rolls.", + "You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "\n• Extended Spell", + "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "\n• Heightened Spell", + "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "\n• Quickened Spell", + "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "\n• Subtle Spell", + "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "\n• Twinned Spell", + "When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).", + "To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are." + ] + }, + { + "name": "Metamagic Options", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "When you choose Metamagic options, you have access to the following additional options.", + "\n• Seeking Spell", + "If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.", + "You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.", + "\n• Transmuted Spell", + "When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Sorcerous Versatility", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:", + "• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.", + "• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list." + ] + } + ], + [ + { + "name": "Magical Guidance", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 5, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success." + ] + } + ], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Metamagic", + "entries": [ + "At 10th level, you learn an additional metamagic option." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Metamagic", + "entries": [ + "At 17th level, you learn an additional metamagic option." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Sorcerous Restoration", + "entries": [ + "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest." + ] + } + ] + ], + "subclassTitle": "Sorcerous Origin", + "subclasses": [ + { + "name": "Divine Soul", + "subclassFeatures": [ + { + "name": "Divine Soul", + "entries": [ + "\nDivine Magic", + "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.", + "In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.", + "\nAffinity - Spell", + "Good - cure wounds\nEvil - inflict wounds\nLaw - bless\nChaos - bane\nNeutrality - protection from evil and good", + "\nFavored by the Gods", + "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Empowered Healing", + "entries": [ + "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Otherworldly Wings", + "entries": [ + "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.", + "The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality." + ], + "level": 14 + }, + { + "type": "entries", + "name": "Unearthly Recovery", + "entries": [ + "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.\n\nOr your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.\n\nA Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.\n\nIn some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations." + }, + { + "name": "Draconic Bloodline", + "subclassFeatures": [ + { + "name": "Draconic Bloodline", + "entries": [ + "\nDragon Ancestor", + "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.", + "\nDraconic Ancestry", + "Dragon - Damage Type", + "Black - Acid\nBlue - Lightning\nBrass - Fire\nBronze - Lightning\nCopper - Acid\nGold - Fire\nGreen - Poison\nRed - Fire\nSilver - Cold\nWhite - Cold", + "\nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.", + "\nDraconic Resilience", + "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.", + "Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Elemental Affinity", + "entries": [ + "Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Dragon Wings", + "entries": [ + "At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.", + "You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them." + ], + "level": 14 + }, + { + "type": "entries", + "name": "Draconic Presence", + "entries": [ + "Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours." + ], + "level": 18 + } + ], + "source": "PHB", + "desc": "Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance." + }, + { + "name": "Shadow Magic", + "subclassFeatures": [ + { + "name": "Shadow Magic", + "entries": [ + "\nShadow Sorcerer Quirks", + "d6 - Quirk", + "1 - You are always icy cold to the touch.\n2 - When you are asleep, you don't appear to breathe (though you must still breathe to survive).\n3 - You barely bleed, even when badly injured.\n4 - Your heart beats once per minute. This event sometimes surprises you.\n5 - You have trouble remembering that living creatures and corpses should be treated differently.\n6 - You blinked. Once. Last week.", + "\nEyes of the Dark", + "Starting at 1st level, you have darkvision with a range of 120 feet.", + "When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.", + "\nStrength of the Grave", + "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.", + "After the saving throw succeeds, you can't use this feature again until you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Hound of Ill Omen", + "entries": [ + "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:", + "\n• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.", + "• It appears with a number of temporary hit points equal to half your sorcerer level.", + "• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.", + "• At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.", + "\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Shadow Walk", + "entries": [ + "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness." + ], + "level": 14 + }, + { + "type": "entries", + "name": "Umbral Form", + "entries": [ + "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.", + "You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.\n\nThe power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character." + }, + { + "name": "Storm Sorcery", + "subclassFeatures": [ + { + "name": "Storm Sorcery", + "entries": [ + "\nWind Speaker", + "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.", + "\nTempestuous Magic", + "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Storm Sorcery Features", + "entries": [ + "\nHeart of the Storm", + "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", + "\nStorm Guide", + "At 6th level, you gain the ability to subtly control the weather around you.", + "If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.", + "If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Storm's Fury", + "entries": [ + "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you." + ], + "level": 14 + }, + { + "type": "entries", + "name": "Wind Soul", + "entries": [ + "At 18th level, you gain immunity to lightning and thunder damage.", + "You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest." + ], + "level": 18 + } + ], + "source": "XGE", + "desc": "Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.\n\ntorm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats." + }, + { + "name": "Wild Magic", + "subclassFeatures": [ + { + "name": "Wild Magic", + "entries": [ + "\nWild Magic Surge", + "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.", + "If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.", + "\nWild Magic Surge", + "d100 - Effect", + "01-02 - Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\n03-04 - For the next minute, you can see any invisible creature if you have line of sight to it.\n05-06 - A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.\n07-08 - You cast fireball as a 3rd-level spell centered on yourself.\n09-10 - You cast magic missile as a 5th-level spell.\n11-12 - Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.\n13-14 - You cast confusion centered on yourself.\n15-16 - For the next minute, you regain 5 hit points at the start of each of your turns.\n17-18 - You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.\n19-20 - You cast grease centered on yourself.\n21-22 - Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.\n23-24 - Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.\n25-26 - An eye appears on your forehead for the next minute.\n27-28 - For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.\n29-30 - You teleport up to 60 feet to an unoccupied space of your choice that you can see.\n31-32 - You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\n33-34 - Maximize the damage of the next damaging spell you cast within the next minute.\n35-36 - Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.\n37-38 - 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.\n39-40 - You regain 2d10 hit points.\n41-42 - You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.\n43-44 - For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.\n45-46 - You cast levitate on yourself.\n47-48 - A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.\n49-50 - You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.\n51-52 - A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.\n53-54 - You are immune to being intoxicated by alcohol for the next 5d6 days.\n55-56 - Your hair falls out but grows back within 24 hours.\n57-58 - For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.\n59-60 - You regain your lowest-level expended spell slot.\n61-62 - For the next minute, you must shout when you speak.\n63-64 - You cast fog cloud centered on yourself.\n65-66 - Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.\n67-68 - You are frightened by the nearest creature until the end of your next turn.\n69-70 - Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.\n71-72 - You gain resistance to all damage for the next minute.\n73-74 - A random creature within 60 feet of you becomes poisoned for 1d4 hours.\n75-76 - You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.\n77-78 - You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.\n79-80 - Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.\n81-82 - You can take one additional action immediately.\n83-84 - Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.\n85-86 - You cast mirror image.\n87-88 - You cast fly on a random creature within 60 feet of you.\n89-90 - You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.\n91-92 - If you die within the next minute, you immediately come back to life as if by the reincarnate spell.\n93-94 - Your size increases by one size category for the next minute.\n95-96 - You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.\n97-98 - You are surrounded by faint, ethereal music for the next minute.\n99-00 - You regain all expended sorcery points.", + "\nTides of Chaos", + "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.", + "Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Bend Luck", + "entries": [ + "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Controlled Chaos", + "entries": [ + "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number." + ], + "level": 14 + }, + { + "type": "entries", + "name": "Spell Bombardment", + "entries": [ + "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn." + ], + "level": 18 + } + ], + "source": "PHB", + "desc": "Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet." + }, + { + "name": "Aberrant Mind", + "shortName": "Aberrant Mind", + "source": "TCE", + "page": 66, + "additionalSpells": [ + { + "prepared": { + "1": [ + "arms of Hadar", + "dissonant whispers", + "mind sliver" + ], + "3": [ + "calm emotions", + "detect thoughts" + ], + "5": [ + "hunger of Hadar", + "sending" + ], + "7": [ + "Evard's black tentacles", + "summon aberration" + ], + "9": [ + "Rary's telepathic bond", + "telekinesis" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Aberrant Mind", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?", + "As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.", + "d6 - Origin", + "1 - You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.", + "2 - A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.", + "3 - You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.", + "4 - You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.", + "5 - As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.", + "6 - Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!", + "\n• Psionic Spells", + "You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.", + "Sorcerer Level - Spells", + "1st - arms of Hadar, dissonant whispers, mind sliver", + "3th - calm emotions, detect thoughts", + "5th - hunger of Hadar, sending", + "7th - Evard's black tentacles, summon aberration", + "9th - Rary's telepathic bond, telekinesis", + "\n• Telepathic Speech", + "You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.", + "The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature." + ] + }, + { + "name": "Psionic Sorcery", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.", + "If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell." + ] + }, + { + "name": "Psychic Defenses", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened." + ] + }, + { + "name": "Revelation in Flesh", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:", + "• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.", + "• You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.", + "• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.", + "• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled." + ] + }, + { + "name": "Warping Implosion", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + } + ], + "desc": "An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. " + }, + { + "name": "Clockwork Soul", + "shortName": "Clockwork Soul", + "source": "TCE", + "page": 68, + "additionalSpells": [ + { + "prepared": { + "1": [ + "alarm", + "protection from evil and good" + ], + "3": [ + "aid", + "lesser restoration" + ], + "5": [ + "dispel magic", + "protection from energy" + ], + "7": [ + "freedom of movement", + "summon construct" + ], + "9": [ + "greater restoration", + "wall of force" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Clockwork Soul", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.", + "\n• Clockwork Magic", + "You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.", + "Sorcerer Level - Spells", + "1st - alarm, protection from evil and good", + "3th - aid, lesser restoration", + "5th - dispel magic, protection from energy", + "7th - freedom of movement, summon construct", + "9th - greater restoration, wall of force", + "In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.", + "\nManifestations of Order", + "d6 - Manifestation", + "1 - Spectral cogwheels hover behind you.", + "2 - The hands of a clock spin in your eyes.", + "3 - Your skin glows with a brassy sheen.", + "4 - Floating equations and geometric objects overlay your body.", + "5 - Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.", + "6 - The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.", + "\n• Restore Balance", + "Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Bastion of Law", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.", + "The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice." + ] + }, + { + "name": "Trance of Order", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.", + "Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + }, + { + "name": "Clockwork Cavalcade", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:", + "• The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.", + "• Any damaged objects entirely in the cube are repaired instantly.", + "• Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.", + "Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again." + ] + } + ], + "desc": "The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system." + }, + { + "name": "Lunar Sorcery", + "shortName": "Lunar", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "PHB", + "desc": "On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.", + "additionalSpells": [ + { + "name": "Full Moon", + "known": { + "1": [ + "shield" + ], + "3": [ + "lesser restoration" + ], + "5": [ + "dispel magic" + ], + "7": [ + "death ward" + ], + "9": [ + "Rary's telepathic bond" + ] + } + }, + { + "name": "New Moon", + "known": { + "1": [ + "ray of sickness" + ], + "3": [ + "blindness/deafness" + ], + "5": [ + "vampiric touch" + ], + "7": [ + "confusion" + ], + "9": [ + "hold monster" + ] + } + }, + { + "name": "Crescent Moon", + "known": { + "1": [ + "color spray" + ], + "3": [ + "alter self" + ], + "5": [ + "phantom steed" + ], + "7": [ + "hallucinatory terrain" + ], + "9": [ + "mislead" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "page": 34, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 1, + "entries": [ + "Lunar Embodiment", + "You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "\nSorcerer Level - Full Moon Spell", + "1st - shield", + "3rd - lesser restoration", + "5th - dispel magic", + "7th - death ward", + "9th - Rary's telepathic bond", + "\nSorcerer Level - New Moon Spell", + "1st - ray of sickness", + "3rd - blindness/deafness", + "5th - vampiric touch", + "7th - confusion", + "9th - hold monster", + "\nSorcerer Level - Crescent Moon Spell", + "1st - color spray", + "3rd - alter self", + "5th - phantom steed", + "7th - hallucinatory terrain", + "9th - mislead", + "\nWhenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.", + "Moon Fire", + "You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other." + ] + }, + { + "name": "Lunar Boons", + "source": "DSotDQ", + "page": 34, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 6, + "header": 2, + "entries": [ + "The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:", + "\n• Full Moon. Abjuration and divination spells.", + "\n• New Moon. Enchantment and necromancy spells.", + "\n• Crescent Moon. Illusion and transmutation spells", + "Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Waxing and Waning", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.", + "You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Lunar Empowerment", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 14, + "header": 2, + "entries": [ + "The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:", + "\n• Full Moon. You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.", + "\n• New Moon. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.", + "\n• Crescent Moon. You have resistance to necrotic and radiant damage." + ] + }, + { + "name": "Lunar Phenomenon", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 18, + "header": 2, + "entries": [ + "As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:", + "\n• Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.", + "\n• New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.", + "\n• Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.", + "Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + } + ] + }, + { + "name": "Runechild", + "shortName": "Runechild", + "source": "TDCSR", + "className": "Sorcerer", + "classSource": "PHB", + "desc": "The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes\u2014and which sees a sorcerer named as a Runechild.", + "additionalSpells": [ + { + "known": { + "3": [ + "longstrider", + "protection from evil and good" + ], + "5": [ + "lesser restoration", + "protection from poison" + ], + "9": [ + "glyph of warding", + "magic circle" + ], + "13": [ + "death ward", + "freedom of movement" + ], + "17": [ + "greater restoration", + "telekinesis" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "Runechild", + "source": "TDCSR", + "page": 176, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "Essence Runes", + "At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.", + "At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.", + "If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.", + "If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.", + "If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.", + "\nRunic Magic", + "Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "When you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.", + "\nSorcerer Level - Spells", + "1st - longstrider, protection from evil and good", + "3rd - lesser restoration, protection from poison", + "5th - glyph of warding, magic circle", + "7th - death ward, freedom of movement", + "9th - greater restoration, telekinesis", + "\nGlyph of Aegis", + "Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total." + ] + }, + { + "name": "Glyph of Aegis (6th Level)", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis." + ] + }, + { + "name": "Sigilic Augmentation", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll.", + "In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a long rest." + ] + }, + { + "name": "Manifest Inscriptions", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.", + "You have advantage on Intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language." + ] + }, + { + "name": "Glyph of Aegis (14th Level)", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Your Glyph of Aegis die becomes a d8 at 14th level." + ] + }, + { + "name": "Runic Torrent", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).", + "Once you use this feature, you can't do so again until you complete a short or long rest." + ] + }, + { + "name": "Arcane Exemplar", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have a flying speed of 60 feet.", + "Creatures have disadvantage on 1 against your sorcerer spells.", + "You have resistance to damage dealt by spells.", + "Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level." + ] + }, + "Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn.", + "Once you use this feature, you can't use it again until you complete a long rest." + ] + } + ] + } + ], + "short": "A spellcaster who draws on inherent magic from a gift or bloodline.", + "URL": "https://i.imgur.com/KZEBvKj.png", + "multiclass": { + "require": { + "type": "and", + "cha": 13 + } + } + }, + { + "name": "Warlock", + "source": "PHB", + "hd": "d8", + "choice": 1, + "primary": "Charisma", + "specific": { + "name": "Invocations", + "amount": "0", + "unlocked": true + }, + "proficiency": { + "wis": true, + "cha": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known", + "Spells Known", + "Spell Slots", + "Slot Level", + "Invocations Known" + ], + "rows": [ + [ + 2, + 2, + 1, + "1st", + 0 + ], + [ + 2, + 3, + 2, + "1st", + 2 + ], + [ + 2, + 4, + 2, + "2nd", + 2 + ], + [ + 3, + 5, + 2, + "2nd", + 2 + ], + [ + 3, + 6, + 2, + "3rd", + 3 + ], + [ + 3, + 7, + 2, + "3rd", + 3 + ], + [ + 3, + 8, + 2, + "4th", + 4 + ], + [ + 3, + 9, + 2, + "4th", + 4 + ], + [ + 3, + 10, + 2, + "5th", + 5 + ], + [ + 4, + 10, + 2, + "5th", + 5 + ], + [ + 4, + 11, + 3, + "5th", + 5 + ], + [ + 4, + 11, + 3, + "5th", + 6 + ], + [ + 4, + 12, + 3, + "5th", + 6 + ], + [ + 4, + 12, + 3, + "5th", + 6 + ], + [ + 4, + 13, + 3, + "5th", + 7 + ], + [ + 4, + 13, + 3, + "5th", + 7 + ], + [ + 4, + 14, + 4, + "5th", + 7 + ], + [ + 4, + 14, + 4, + "5th", + 8 + ], + [ + 4, + 15, + 4, + "5th", + 8 + ], + [ + 4, + 15, + 4, + "5th", + 8 + ] + ] + } + ], + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "skills": { + "choose": 2, + "from": [ + "Arcana", + "Deception", + "History", + "Intimidation", + "Investigation", + "Nature", + "Religion" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a light crossbow and 20 bolts", + "a any simple weapon" + ] + }, + { + "choose": 2, + "items": [ + "a component pouch", + "an arcane focus" + ] + }, + { + "choose": 2, + "items": [ + "a scholar's pack", + "a dungeoneer's pack" + ] + }, + "leather armor, any simple weapon, and two daggers" + ], + "goldAlternative": "4" + }, + "classFeatures": [ + [ + { + "name": "Pact Magic", + "entries": [ + "Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.", + "\n• Cantrips", + "You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.", + "\n• Spell Slots", + "The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", + "For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.", + "\n• Spells Known of 1st Level and Higher", + "At 1st level, you know two 1st-level spells of your choice from the warlock spell list.", + "The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.", + "Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.", + "\n• Spellcasting Focus", + "You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells." + ] + } + ], + [ + { + "name": "Eldritch Invocations", + "entries": [ + "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.", + "Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "A level prerequisite in an invocation refers to warlock level, not character level." + ] + } + ], + [ + { + "name": "Pact Boon", + "entries": [ + "At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.", + "\n• Pact of the Chain", + "You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", + "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", + "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", + "\n• Pact of the Blade", + "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", + "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", + "\n• Pact of the Tome", + "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", + "\n• Pact of the Talisman", + "Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.", + "If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die." + ] + } + ], + [ + { + "name": "ASI" + }, + { + "name": "Eldritch Versatility", + "source": "TCE", + "page": 70, + "className": "Warlock", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:", + "• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.", + "• Replace the option you chose for the Pact Boon feature with one of that feature's other options.", + "• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.", + "If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify." + ] + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [], + [ + { + "name": "Mystic Arcanum (6th level)", + "entries": [ + "At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.", + "At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Mystic Arcanum (7th level)", + "entries": [ + "At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + } + ], + [], + [ + { + "name": "Mystic Arcanum (8th level)", + "entries": [ + "At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Mystic Arcanum (9th level)", + "entries": [ + "At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + } + ], + [], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Eldritch Master", + "entries": [ + "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again." + ] + } + ] + ], + "subclassTitle": "Otherworldly Patron", + "subclasses": [ + { + "name": "The Archfey", + "subclassFeatures": [ + { + "name": "The Archfey", + "entries": [ + "\nExpanded Spell List", + "The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nArchfey Expanded Spells", + "Spell Level - Spells", + "1st - faerie fire, sleep\n2nd - calm emotions, phantasmal force\n3rd - blink, plant growth\n4th - dominate beast, greater invisibility\n5th - dominate person, seeming", + "\nFey Presence", + "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Misty Escape", + "entries": [ + "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Beguiling Defenses", + "entries": [ + "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Dark Delirium", + "entries": [ + "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.", + "Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.", + "You must finish a short or long rest before you can use this feature again." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags." + }, + { + "name": "The Celestial", + "subclassFeatures": [ + { + "name": "The Celestial", + "entries": [ + "\nExpanded Spell List", + "The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nCelestial Expanded Spells", + "Spell Level - Spells", + "1st - cure wounds, guiding bolt\n2nd - flaming sphere, lesser restoration\n3rd - daylight, revivify\n4th - guardian of faith, wall of fire\n5th - flame strike, greater restoration", + "\nBonus Cantrips", + "At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.", + "\nHealing Light", + "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.", + "As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.", + "Your pool regains all expended dice when you finish a long rest." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Radiant Soul", + "entries": [ + "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Celestial Resilience", + "entries": [ + "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Searing Vengeance", + "entries": [ + "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.\n\nBeing connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world." + }, + { + "name": "The Fiend", + "subclassFeatures": [ + { + "name": "The Fiend", + "entries": [ + "\nExpanded Spell List", + "The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nFiend Expanded Spells", + "Spell Level - Spells", + "1st - burning hands, command\n2nd - blindness/deafness, scorching ray\n3rd - fireball, stinking cloud\n4th - fire shield, wall of fire\n5th - flame strike, hallow", + "\nDark One's Blessing", + "Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Dark One's Own Luck", + "entries": [ + "Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Fiendish Resilience", + "entries": [ + "Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Hurl Through Hell", + "entries": [ + "Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.", + "At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths." + }, + { + "name": "The Great Old One", + "subclassFeatures": [ + { + "name": "The Great Old One", + "entries": [ + "\nExpanded Spell List", + "The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nGreat Old One Expanded Spells", + "Spell Level - Spells", + "1st - dissonant whispers, Tasha's hideous laughter\n2nd - detect thoughts, phantasmal force\n3rd - clairvoyance, sending\n4th - dominate beast, Evard's black tentacles\n5th - dominate person, telekinesis", + "\nAwakened Mind", + "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Entropic Ward", + "entries": [ + "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Thought Shield", + "entries": [ + "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Create Thrall", + "entries": [ + "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.", + "You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings." + }, + { + "name": "The Hexblade", + "subclassFeatures": [ + { + "name": "The Hexblade", + "entries": [ + "\nExpanded Spell List", + "The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nHexblade Expanded Spells", + "Spell Level - Spells", + "1st - shield, wrathful smite\n2nd - blur, branding smite\n3rd - blink, elemental weapon\n4th - phantasmal killer, staggering smite\n5th - banishing smite, cone of cold", + "\nHexblade's Curse", + "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:", + "\n• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.", + "• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.", + "• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).", + "\nYou can't use this feature again until you finish a short or long rest.", + "\nHex Warrior", + "At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.", + "The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Accursed Specter", + "entries": [ + "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).", + "The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.", + "Once you bind a specter with this feature, you can't use the feature again until you finish a long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Armor of Hexes", + "entries": [ + "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Master of Hexes", + "entries": [ + "Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.\n\nBecause the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends." + }, + { + "name": "The Undying", + "subclassFeatures": [ + { + "name": "The Undying", + "entries": [ + "\nExpanded Spell List", + "The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nUndying Expanded Spells", + "Spell Level - Spells", + "1st - false life, ray of sickness\n2nd - blindness/deafness, silence\n3rd - feign death, speak with dead\n4th - aura of life, death ward\n5th - contagion, legend lore", + "\nAmong the Dead", + "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.", + "Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell." + ], + "level": 1 + }, + { + "type": "entries", + "name": "Defy Death", + "entries": [ + "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.", + "Once you use this feature, you can't use it again until you finish a long rest." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Undying Nature", + "entries": [ + "Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.", + "In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Indestructible Life", + "entries": [ + "When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 14 + } + ], + "source": "SCAG", + "desc": "Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.\n\nIn the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther." + }, + { + "name": "The Fathomless", + "shortName": "Fathomless", + "source": "TCE", + "page": 72, + "additionalSpells": [ + { + "expanded": { + "1": [ + "create or destroy water", + "thunderwave" + ], + "2": [ + "gust of wind", + "silence" + ], + "3": [ + "lightning bolt", + "sleet storm" + ], + "4": [ + "control water", + "summon elemental" + ], + "5": [ + "Bigby's hand", + "cone of cold" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "The Fathomless", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?", + "Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.", + "Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.", + "\n• Expanded Spell List", + "The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "Spell Level - Spells", + "1st - create or destroy water, thunderwave", + "2nd - gust of wind, silence", + "3rd - lightning bolt, sleet storm", + "4th - control water, summon elemental (water only)", + "5th - Bigby's hand (appears as a tentacle), cone of cold", + "\n• Tentacle of the Deeps", + "You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.", + "When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.", + "As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.", + "You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "\n• Gift of the Sea", + "You gain a swimming speed of 40 feet, and you can breathe underwater." + ] + }, + { + "name": "Guardian Coil", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "6th-level Fathomless feature", + "Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8." + ] + }, + { + "name": "Oceanic Soul", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "6th-level Fathomless feature", + "You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs." + ] + }, + { + "name": "Grasping Tentacles", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "10th-level Fathomless feature", + "You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.", + "Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell." + ] + }, + { + "name": "Fathomless Plunge", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "14th-level Fathomless feature", + "You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + } + ], + "desc": "You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?" + }, + { + "name": "The Genie", + "shortName": "Genie", + "source": "TCE", + "page": 73, + "additionalSpells": [ + { + "expanded": { + "1": [ + "detect evil and good", + "sanctuary" + ], + "2": [ + "phantasmal force", + "spike growth" + ], + "3": [ + "create food and water", + "meld into stone" + ], + "4": [ + "phantasmal killer", + "stone shape" + ], + "5": [ + "creation", + "wall of stone" + ], + "9": [ + "wish" + ] + } + }, + { + "expanded": { + "1": [ + "detect evil and good", + "thunderwave" + ], + "2": [ + "phantasmal force", + "gust of wind" + ], + "3": [ + "create food and water", + "wind wall" + ], + "4": [ + "phantasmal killer", + "greater invisibility" + ], + "5": [ + "creation", + "seeming" + ], + "9": [ + "wish" + ] + } + }, + { + "expanded": { + "1": [ + "detect evil and good", + "burning hands" + ], + "2": [ + "phantasmal force", + "scorching ray" + ], + "3": [ + "create food and water", + "fireball" + ], + "4": [ + "phantasmal killer", + "fire shield" + ], + "5": [ + "creation", + "flame strike" + ], + "9": [ + "wish" + ] + } + }, + { + "expanded": { + "1": [ + "detect evil and good", + "fog cloud" + ], + "2": [ + "phantasmal force", + "blur" + ], + "3": [ + "create food and water", + "sleet storm" + ], + "4": [ + "phantasmal killer", + "control water" + ], + "5": [ + "creation", + "cone of cold" + ], + "9": [ + "wish" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "The Genie", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.", + "You choose your patron's kind or determine it randomly, using the Genie Kind table.", + "d4 - Kind - Element", + "1 - Dao - Earth", + "2 - Djinni - Air", + "3 - Efreeti - Fire", + "4 - Marid - Water", + "\n• Expanded Spell List", + "The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.", + "• Spell Level", + "- Genie Spells", + "- Dao Spells", + "- Djinni Spells", + "- Efreeti Spells", + "- Marid Spells", + "• 1st", + "- detect evil and good", + "- sanctuary", + "- thunderwave", + "- burning hands", + "- fog cloud", + "• 2nd", + "- phantasmal force", + "- spike growth", + "- gust of wind", + "- scorching ray", + "- blur", + "• 3rd", + "- create food and water", + "- meld into stone", + "- wind wall", + "- fireball", + "- sleet storm", + "• 4th", + "- phantasmal killer", + "- stone shape", + "- greater invisibility", + "- fire shield", + "- control water", + "• 5th", + "- creation", + "- wall of stone", + "- seeming", + "- flame strike", + "- cone of cold", + "• 9th", + "- wish", + "—", + "—", + "—", + "—", + "\n• Genie's Vessel", + "Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.", + "d6 - Vessel", + "1 - Oil lamp", + "2 - Urn", + "3 - Ring with a compartment", + "4 - Stoppered bottle", + "5 - Hollow statuette", + "6 - Ornate lantern", + "While you are touching the vessel, you can use it in the following ways:", + "• Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.", + "• Genie's Wrath. The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.", + "If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die." + ] + }, + { + "name": "Elemental Gift", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).", + "In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Sanctuary Vessel", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.", + "As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.", + "In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there." + ] + }, + { + "name": "Limited Wish", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.", + "Once you use this feature, you can't use it again until you finish 1d4 long rests." + ] + } + ], + "desc": "You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach." + }, + { + "name": "The Undead", + "shortName": "Undead", + "source": "VRGR", + "page": 30, + "additionalSpells": [ + { + "expanded": { + "1": [ + "bane", + "false life" + ], + "2": [ + "blindness/deafness", + "phantasmal force" + ], + "3": [ + "phantom steed", + "speak with dead" + ], + "4": [ + "death ward", + "greater invisibility" + ], + "5": [ + "antilife shell", + "cloudkill" + ] + } + } + ], + "subclassFeatures": [ + { + "name": "The Undead", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 1, + "entries": [ + "You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.", + "Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.", + "\nExpanded Spell List", + "The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "\nUndead Expanded Spells", + "Spell Level - Spells", + "1st - bane, false life", + "2nd - blindness/deafness, phantasmal force", + "3rd - phantom steed, speak with dead", + "4th - death ward, greater invisibility", + "5th - antilife shell, cloudkill", + "\nForm of Dread", + "You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:", + "• You gain temporary hit points equal to 1d10 + your warlock level.", + "• Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.", + "• You are immune to the frightened condition.", + "You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron." + ] + }, + { + "name": "Grave Touched", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 6, + "header": 2, + "entries": [ + "Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.", + "In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes." + ] + }, + { + "name": "Necrotic Husk", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 10, + "header": 2, + "entries": [ + "Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.", + "In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests." + ] + }, + { + "name": "Spirit Projection", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 14, + "header": 2, + "entries": [ + "Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.", + "Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).", + "While projecting your spirit, you gain the following benefits:", + "• Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.", + "• When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.", + "• You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.", + "• While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.", + "Once you use this feature, you can't do so again until you finish a long rest." + ] + } + ] + } + ], + "short": "A wielder of magic that is derived from a bargain with an extraplanar entity.", + "URL": "https://i.imgur.com/ZveBDOn.png", + "multiclass": { + "require": { + "type": "and", + "cha": 13 + }, + "proficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ] + } + } + }, + { + "name": "Wizard", + "source": "PHB", + "hd": "d6", + "choice": 2, + "specific": { + "name": "Arcane Recovery", + "amount": "1", + "unlocked": true + }, + "primary": "Intelligence", + "proficiency": { + "int": true, + "wis": true + }, + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known" + ], + "rows": [ + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th", + "9th" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "weapons": [ + "daggers", + "darts", + "slings", + "quarterstaffs", + "light crossbows" + ], + "skills": { + "choose": 2, + "from": [ + "Arcana", + "History", + "Insight", + "Investigation", + "Medicine", + "Religion" + ] + }, + "startingEquipment": { + "default": [ + { + "choose": 2, + "items": [ + "a quarterstaff", + "a dagger" + ] + }, + { + "choose": 2, + "items": [ + "a component pouch", + "an arcane focus" + ] + }, + { + "choose": 2, + "items": [ + "a scholar's pack", + "an explorer's pack" + ] + }, + "a spellbook" + ], + "goldAlternative": "4" + }, + "classFeatures": [ + [ + { + "name": "Arcane Recovery", + "entries": [ + "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.", + "For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.", + "You can recover either a 2nd-level spell slot or two 1st-level spell slots." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.", + "\n• Cantrips", + "At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.", + "\n• Spellbooks", + "At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.", + "\n• Preparing and Casting Spells", + "The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.", + "\n• Ritual Casting", + "You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.", + "\n• Spellcasting Focus", + "You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.", + "\n• Learning Spells of 1st Level and Higher", + "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see \"Your Spellbook\").", + "\n• Your Spellbook", + "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.", + "A spellbook doesn't contain cantrips.", + "• Copying a Spell into the Book", + "When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.", + "Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.", + "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.", + "• Replacing the Book", + "You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.", + "If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.", + "• The Book's Appearance", + "Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap." + ] + } + ], + [], + [ + { + "name": "Cantrip Formulas", + "source": "TCE", + "page": 75, + "className": "Wizard", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "• Optional Class Feature", + "You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [], + [], + [ + { + "name": "ASI" + } + ], + [], + [ + { + "name": "Spell Mastery", + "entries": [ + "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels." + ] + } + ], + [ + { + "name": "ASI" + } + ], + [ + { + "name": "Signature Spells", + "entries": [ + "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.", + "If you want to cast either spell at a higher level, you must expend a spell slot as normal." + ] + } + ] + ], + "subclassTitle": "Arcane Tradition", + "subclasses": [ + { + "name": "School of Abjuration", + "subclassFeatures": [ + { + "name": "School of Abjuration", + "entries": [ + "\nAbjuration Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", + "\nArcane Ward", + "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.", + "While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.", + "Once you create the ward, you can't create it again until you finish a long rest." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Projected Ward", + "entries": [ + "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Improved Abjuration", + "entries": [ + "Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Spell Resistance", + "entries": [ + "Starting at 14th level, you have advantage on saving throws against spells.", + "Furthermore, you have resistance against the damage of spells." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.\n\nCalled abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed." + }, + { + "name": "Bladesinging", + "subclassFeatures": [ + { + "name": "Bladesinging", + "entries": [ + "\nTraining in War and Song (Bladesinging)", + "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.", + "You also gain proficiency in the Performance skill if you don't already have it.", + "\nBladesong", + "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.", + "You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).", + "While your bladesong is active, you gain the following benefits:", + "\n• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).", + "• Your walking speed increases by 10 feet.", + "• You have advantage on Dexterity (Acrobatics) checks.", + "• You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).", + "\nYou can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", + "\nBladesinger Styles", + "From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.", + "Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.", + "\nCat. Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.", + "\nBird. Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.", + "\nSnake. Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Extra Attack", + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Song of Defense", + "entries": [ + "Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Song of Victory", + "entries": [ + "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active." + ], + "level": 14 + } + ], + "source": "SCAG", + "desc": "Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense." + }, + { + "name": "School of Conjuration", + "subclassFeatures": [ + { + "name": "School of Conjuration", + "entries": [ + "\nConjuration Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", + "\nMinor Conjuration", + "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.", + "The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Benign Transposition", + "entries": [ + "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.", + "Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Focused Conjuration", + "entries": [ + "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Durable Summons", + "entries": [ + "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant." + }, + { + "name": "School of Divination", + "subclassFeatures": [ + { + "name": "School of Divination", + "entries": [ + "\nDivination Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", + "\nPortent", + "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", + "Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Expert Divination", + "entries": [ + "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level." + ], + "level": 6 + }, + { + "type": "entries", + "name": "The Third Eye", + "entries": [ + "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.", + "\nDarkvision. You gain darkvision out to a range of 60 feet.", + "\nEthereal Sight. You can see into the Ethereal Plane within 60 feet of you.", + "\nGreater Comprehension. You can read any language.", + "\nSee Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Greater Portent", + "entries": [ + "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight." + }, + { + "name": "School of Enchantment", + "subclassFeatures": [ + { + "name": "School of Enchantment", + "entries": [ + "\nEnchantment Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", + "\nHypnotic Gaze", + "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.", + "On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.", + "Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Instinctive Charm", + "entries": [ + "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.", + "You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Split Enchantment", + "entries": [ + "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Alter Memories", + "entries": [ + "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.", + "Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between." + }, + { + "name": "School of Evocation", + "subclassFeatures": [ + { + "name": "School of Evocation", + "entries": [ + "\nEvocation Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.", + "\nSculpt Spells", + "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Potent Cantrip", + "entries": [ + "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Empowered Evocation", + "entries": [ + "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Overchannel", + "entries": [ + "Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.", + "The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants." + }, + { + "name": "School of Illusion", + "subclassFeatures": [ + { + "name": "School of Illusion", + "entries": [ + "\nIllusion Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", + "\nImproved Minor Illusion", + "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.", + "When you cast minor illusion, you can create both a sound and an image with a single casting of the spell." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Malleable Illusions", + "entries": [ + "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Illusory Step", + "entries": [ + "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Illusory Reality", + "entries": [ + "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.", + "The object can't deal damage or otherwise directly harm anyone." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists - including many gnome wizards - are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain." + }, + { + "name": "School of Necromancy", + "subclassFeatures": [ + { + "name": "School of Necromancy", + "entries": [ + "\nNecromancy Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", + "\nGrim Harvest", + "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Undead Thralls", + "entries": [ + "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.", + "Whenever you create an undead using a necromancy spell, it has additional benefits:", + "\n• The creature's hit point maximum is increased by an amount equal to your wizard level.", + "• The creature adds your proficiency bonus to its weapon damage rolls.\n" + ], + "level": 6 + }, + { + "type": "entries", + "name": "Inured to Undeath", + "entries": [ + "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Command Undead", + "entries": [ + "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.", + "Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.\n\nMost people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies." + }, + { + "name": "School of Transmutation", + "subclassFeatures": [ + { + "name": "School of Transmutation", + "entries": [ + "\nTransmutation Savant", + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", + "\nMinor Alchemy", + "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Transmuter's Stone", + "entries": [ + "Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:", + "\n• Darkvision out to a range of 60 feet, as described in chapter 8.", + "• An increase to speed of 10 feet while the creature is unencumbered.", + "• Proficiency in Constitution saving throws.", + "• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).", + "\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.", + "If you create a new transmuter's stone, the previous one ceases to function." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.", + "Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Master Transmuter", + "entries": [ + "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.", + "\nMajor Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.", + "\nPanacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.", + "\nRestore Life. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.", + "\nRestore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan." + ], + "level": 14 + } + ], + "source": "PHB", + "desc": "You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.\n\nSome transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds." + }, + { + "name": "War Magic", + "subclassFeatures": [ + { + "name": "War Magic", + "entries": [ + "\nArcane Deflection", + "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.", + "When you use this feature, you can't cast spells other than cantrips until the end of your next turn.", + "\nTactical Wit", + "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier." + ], + "level": 2 + }, + { + "type": "entries", + "name": "Power Surge", + "entries": [ + "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.", + "You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.", + "Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level." + ], + "level": 6 + }, + { + "type": "entries", + "name": "Durable Magic", + "entries": [ + "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws." + ], + "level": 10 + }, + { + "type": "entries", + "name": "Deflecting Shroud", + "entries": [ + "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level." + ], + "level": 14 + } + ], + "source": "XGE", + "desc": "A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.\n\nFollowers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.\n\nIn great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: \"What good is being able to throw a mighty fireball if I die before I can cast it?\"" + }, + { + "name": "Chronurgy Magic", + "shortName": "Chronurgy", + "source": "EGW", + "page": 184, + "subclassFeatures": [ + { + "name": "Chronurgy Magic", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 2, + "entries": [ + "Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.", + "\n• Chronal Shift", + "You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.", + "You can use this ability twice, and you regain any expended uses when you finish a long rest.", + "\n• Temporal Awareness", + "You can add your Intelligence modifier to your initiative rolls." + ] + }, + { + "name": "Momentary Stasis", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 6, + "header": 2, + "entries": [ + "As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.", + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Arcane Abeyance", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.", + "A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.", + "Once you create a bead with this feature, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Convergent Future", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 14, + "header": 2, + "entries": [ + "You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).", + "When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way." + ] + } + ], + "desc": "Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye." + }, + { + "name": "Graviturgy Magic", + "shortName": "Graviturgy", + "source": "EGW", + "page": 185, + "subclassFeatures": [ + { + "name": "Graviturgy Magic", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 2, + "entries": [ + "Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.", + "\n• Adjust Density", + "As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).", + "While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.", + "Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller." + ] + }, + { + "name": "Gravity Well", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 6, + "header": 2, + "entries": [ + "You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell." + ] + }, + { + "name": "Violent Attraction", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.", + "Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.", + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Event Horizon", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 14, + "header": 2, + "entries": [ + "As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.", + "Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it." + ] + } + ], + "desc": "Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies." + }, + { + "name": "Order of Scribes", + "shortName": "Scribes", + "source": "TCE", + "page": 77, + "subclassFeatures": [ + { + "name": "Order of Scribes", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.", + "Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!", + "\n• Wizardly Quill", + "As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:", + "• The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.", + "• The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.", + "• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.", + "This quill disappears if you create another one or if you die.", + "\n• Awakened Spellbook", + "Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.", + "While you are holding the book, it grants you the following benefits:", + "• You can use the book as a spellcasting focus for your wizard spells.", + "• When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.", + "• When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.", + "If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages." + ] + }, + { + "name": "Manifest Mind", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).", + "While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).", + "Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.", + "The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.", + "Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again." + ] + }, + { + "name": "Master Scrivener", + "source": "TCE", + "page": 78, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.", + "The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.", + "You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill." + ] + }, + { + "name": "One with the Word", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.", + "Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.", + "Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.", + "Once you use this reaction, you can't do so again until you finish a long rest." + ] + } + ], + "desc": "Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!" + }, + { + "name": "Blood Magic", + "shortName": "Blood Magic", + "source": "TDCSR", + "className": "Wizard", + "classSource": "PHB", + "desc": "Considered taboo by many societies and magic practitioners, the use of blood magic\u2014also known as hemocraft\u2014is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.", + "subclassFeatures": [ + { + "name": "Blood Magic", + "source": "TDCSR", + "page": 178, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 2, + "header": 1, + "entries": [ + "\nBlood Channeling", + "When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.", + "In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). This damage can't be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.", + "\nSanguine Burst", + "Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can't be reduced in any way, and you must use the new rolls." + ] + }, + { + "name": "Bond of Mutual Suffering", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.", + "This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again." + ] + }, + { + "name": "Glyph of Hemorrhaging", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature's turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success.", + "This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Bond of Mutual Suffering", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can use this feature twice between rests." + ] + }, + { + "name": "Thicker than Water", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.", + "In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + } + ] + } + ], + "short": "A scholarly magic-user capable of manipulating the structures of reality.", + "URL": "https://i.imgur.com/lLf0J6w.png", + "multiclass": { + "require": { + "type": "and", + "int": 13 + } + } + } + ], + "feats": [ + { + "name": "Actor", + "source": "PHB", + "page": 165, + "entries": [ + "Skilled at mimicry and dramatics, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.", + "You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked." + ] + } + ], + "ability": "Cha +1" + }, + { + "name": "Alert", + "source": "PHB", + "page": 165, + "entries": [ + "Always on the lookout for danger, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +5 bonus to initiative.", + "You can't be surprised while you are conscious.", + "Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you." + ] + } + ] + }, + { + "name": "Athlete", + "source": "PHB", + "page": 165, + "entries": [ + "You have undergone extensive physical training to gain the following benefits:", + { + "type": "list", + "items": [ + "When you are prone, standing up uses only 5 feet of your movement.", + "Climbing doesn't cost you extra movement.", + "You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet." + ] + } + ], + "ability": "Choose Str or Dex +1" + }, + { + "name": "Charger", + "source": "PHB", + "page": 165, + "entries": [ + "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.", + "If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed)." + ] + }, + { + "name": "Crossbow Expert", + "source": "PHB", + "page": 165, + "entries": [ + "Thanks to extensive practice with the crossbow, you gain the following benefits:", + { + "type": "list", + "items": [ + "You ignore the loading quality of crossbows with which you are proficient.", + "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.", + "When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding." + ] + } + ] + }, + { + "name": "Defensive Duelist", + "source": "PHB", + "page": 165, + "prerequisite": "Dex 13+", + "entries": [ + "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you." + ] + }, + { + "name": "Dual Wielder", + "source": "PHB", + "page": 165, + "entries": [ + "You master fighting with two weapons, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.", + "You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.", + "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." + ] + } + ] + }, + { + "name": "Dungeon Delver", + "source": "PHB", + "page": 166, + "entries": [ + "Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.", + "You have advantage on saving throws made to avoid or resist traps.", + "You have resistance to the damage dealt by traps.", + "Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score." + ] + } + ] + }, + { + "name": "Durable", + "source": "PHB", + "page": 166, + "entries": [ + "Hardy and resilient, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)." + ] + } + ], + "ability": "Con +1" + }, + { + "name": "Elemental Adept", + "source": "PHB", + "page": 166, + "prerequisite": "Spellcasting", + "entries": [ + "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.", + "Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.", + "You can select this feat multiple times. Each time you do so, you must choose a different damage type." + ] + }, + { + "name": "Grappler", + "source": "PHB", + "page": 167, + "prerequisite": "Str 13+", + "entries": [ + "You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on attack rolls against a creature you are grappling.", + "You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends." + ] + } + ] + }, + { + "name": "Great Weapon Master", + "source": "PHB", + "page": 167, + "entries": [ + "You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:", + { + "type": "list", + "items": [ + "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.", + "Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage." + ] + } + ] + }, + { + "name": "Healer", + "source": "PHB", + "page": 167, + "entries": [ + "You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.", + "As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest." + ] + } + ] + }, + { + "name": "Heavily Armored", + "source": "PHB", + "page": 167, + "prerequisite": "Proficiency with Medium Armor", + "entries": [ + "You have trained to master the use of heavy armor, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with heavy armor." + ] + } + ], + "ability": "Str +1" + }, + { + "name": "Heavy Armor Master", + "source": "PHB", + "page": 167, + "prerequisite": "Proficiency with Heavy Armor", + "entries": [ + "You can use your armor to deflect strikes that would kill others. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3." + ] + } + ], + "ability": "Str +1" + }, + { + "name": "Inspiring Leader", + "source": "PHB", + "page": 167, + "prerequisite": "Cha 13+", + "entries": [ + "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest." + ] + }, + { + "name": "Keen Mind", + "source": "PHB", + "page": 167, + "entries": [ + "You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:", + { + "type": "list", + "items": [ + "You always know which way is north.", + "You always know the number of hours left before the next sunrise or sunset.", + "You can accurately recall anything you have seen or heard within the past month." + ] + } + ], + "ability": "Int +1" + }, + { + "name": "Lightly Armored", + "source": "PHB", + "page": 167, + "entries": [ + "You have trained to master the use of light armor, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with light armor." + ] + } + ], + "ability": "Choose Str or Dex +1" + }, + { + "name": "Linguist", + "source": "PHB", + "page": 167, + "entries": [ + "You have studied languages and codes, gaining the following benefits:", + { + "type": "list", + "items": [ + "You learn three languages of your choice.", + "You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it." + ] + } + ], + "ability": "Int +1" + }, + { + "name": "Lucky", + "source": "PHB", + "page": 167, + "entries": [ + "You have inexplicable luck that seems to kick in at just the right moment.", + "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.", + "You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.", + "You regain your expended luck points when you finish a long rest." + ] + }, + { + "name": "Mage Slayer", + "source": "PHB", + "page": 168, + "entries": [ + "You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:", + { + "type": "list", + "items": [ + "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.", + "When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.", + "You have advantage on saving throws against spells cast by creatures within 5 feet of you." + ] + } + ] + }, + { + "name": "Magic Initiate", + "source": "PHB", + "page": 168, + "entries": [ + "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.", + "In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.", + "Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard." + ] + }, + { + "name": "Martial Adept", + "source": "PHB", + "page": 168, + "entries": [ + "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", + "You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest." + ] + } + ] + }, + { + "name": "Medium Armor Master", + "source": "PHB", + "page": 168, + "prerequisite": "Proficiency with Medium Armor", + "entries": [ + "You have practiced moving in medium armor to gain the following benefits:", + { + "type": "list", + "items": [ + "Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.", + "When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher." + ] + } + ] + }, + { + "name": "Mobile", + "source": "PHB", + "page": 168, + "entries": [ + "You are exceptionally speedy and agile. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your speed increases by 10 feet.", + "When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.", + "When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not." + ] + } + ] + }, + { + "name": "Moderately Armored", + "source": "PHB", + "page": 168, + "prerequisite": "Proficiency with Light Armor", + "entries": [ + "You have trained to master the use of medium armor and shields, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with medium armor and shields." + ] + } + ], + "ability": "Choose Str or Dex +1" + }, + { + "name": "Mounted Combatant", + "source": "PHB", + "page": 168, + "entries": [ + "You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.", + "You can force an attack targeted at your mount to target you instead.", + "If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + } + ] + }, + { + "name": "Observant", + "source": "PHB", + "page": 168, + "entries": [ + "Quick to notice details of your environment, you gain the following benefits:", + { + "type": "list", + "items": [ + "If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.", + "You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores." + ] + } + ], + "ability": "Choose Int or Wis +1" + }, + { + "name": "Polearm Master", + "source": "PHB", + "page": 168, + "entries": [ + "You can keep your enemies at bay with reach weapons. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.", + "While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach." + ] + } + ] + }, + { + "name": "Resilient", + "source": "PHB", + "page": 168, + "entries": [ + "Choose one ability score. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in saving throws using the chosen ability." + ] + } + ], + "ability": "Choose any unique +1" + }, + { + "name": "Ritual Caster", + "source": "PHB", + "page": 169, + "prerequisite": "Int/Wis 13+", + "entries": [ + "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.", + "When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", + "If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it." + ] + }, + { + "name": "Savage Attacker", + "source": "PHB", + "page": 169, + "entries": [ + "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total." + ] + }, + { + "name": "Sentinel", + "source": "PHB", + "page": 169, + "entries": [ + "You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:", + { + "type": "list", + "items": [ + "When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.", + "Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.", + "When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature." + ] + } + ] + }, + { + "name": "Sharpshooter", + "source": "PHB", + "page": 170, + "entries": [ + "You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:", + { + "type": "list", + "items": [ + "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.", + "Your ranged weapon attacks ignore half cover and three-quarters cover.", + "Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage." + ] + } + ] + }, + { + "name": "Shield Master", + "source": "PHB", + "page": 170, + "entries": [ + "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:", + { + "type": "list", + "items": [ + "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.", + "If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.", + "If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect." + ] + } + ] + }, + { + "name": "Skilled", + "source": "PHB", + "page": 170, + "entries": [ + "You gain proficiency in any combination of three skills or tools of your choice." + ] + }, + { + "name": "Skulker", + "source": "PHB", + "page": 170, + "prerequisite": "Dex 13+", + "entries": [ + "You are expert at slinking through shadows. You gain the following benefits:", + { + "type": "list", + "items": [ + "You can try to hide when you are lightly obscured from the creature from which you are hiding.", + "When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.", + "Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight." + ] + } + ] + }, + { + "name": "Spell Sniper", + "source": "PHB", + "page": 170, + "prerequisite": "Spellcasting", + "entries": [ + "You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:", + { + "type": "list", + "items": [ + "When you cast a spell that requires you to make an attack roll, the spell's range is doubled.", + "Your ranged spell attacks ignore half cover and three-quarters cover.", + "You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard." + ] + } + ] + }, + { + "name": "Tavern Brawler", + "source": "PHB", + "page": 170, + "entries": [ + "Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are proficient with improvised weapons.", + "Your unarmed strike uses a d4 for damage.", + "When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target." + ] + } + ], + "ability": "Choose Str or Con +1" + }, + { + "name": "Tough", + "source": "PHB", + "page": 170, + "entries": [ + "Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points." + ] + }, + { + "name": "War Caster", + "source": "PHB", + "page": 170, + "prerequisite": "Spellcasting", + "entries": [ + "You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.", + "You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.", + "When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature." + ] + } + ] + }, + { + "name": "Weapon Master", + "source": "PHB", + "page": 170, + "entries": [ + "You have practiced extensively with a variety of weapons, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with four simple or martial weapons of your choice. Each one must be a simple or a martial weapon." + ] + } + ], + "ability": "Choose Str or Dex +1" + } + ], + "races": [ + { + "name": "Dragonborn", + "entries": [ + { + "name": "Breath Weapon", + "entries": [ + "You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.", + "When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.", + "After you use your breath weapon, you can't use it again until you complete a short or long rest." + ], + "type": "entries" + } + ], + "subraces": [ + { + "name": "Black", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "5 by 30 ft. line", + "type": "Acid", + "bonus": "dex", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "acid" + }, + { + "name": "Blue", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "5 by 30 ft. line", + "type": "Lightning", + "bonus": "dex", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "lightning" + }, + { + "name": "Brass", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "5 by 30 ft. line", + "type": "Fire", + "bonus": "dex", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "fire" + }, + { + "name": "Bronze", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "5 by 30 ft. line", + "type": "Lightning", + "bonus": "dex", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "lightning" + }, + { + "name": "Copper", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "5 by 30 ft. line", + "bonus": "dex", + "type": "Acid", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "acid" + }, + { + "name": "Gold", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "15 ft. cone", + "type": "Fire", + "bonus": "dex", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "fire" + }, + { + "name": "Green", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "15 ft. cone", + "bonus": "con", + "type": "Poison", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "poison" + }, + { + "name": "Red", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "15 ft. cone", + "bonus": "dex", + "type": "Fire", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "fire" + }, + { + "name": "Silver", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "15 ft. cone", + "bonus": "con", + "type": "Cold", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "cold" + }, + { + "name": "White", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 2, + 6, + 0 + ], + "range": "15 ft. cone", + "bonus": "con", + "type": "Cold", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "resist": "cold" + }, + { + "name": "Chromatic", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 1, + 10, + 0 + ], + "range": "30 ft. line", + "bonus": "dex", + "type": "Acid", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "entries": [ + { + "type": "entries", + "name": "Chromatic Ancestry", + "entries": [ + "You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits." + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "(Replaces the original Breath Weapon) When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Chromatic Ancestry." + ] + }, + { + "type": "entries", + "name": "Chromatic Warding", + "entries": [ + "Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest." + ] + } + ] + }, + { + "name": "Gem", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 1, + 10, + 0 + ], + "range": "15 ft. cone", + "bonus": "dex", + "type": "Force", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "entries": [ + { + "type": "entries", + "name": "Gem Ancestry", + "entries": [ + "You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits." + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "(Replaces the original Breath Weapon) When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Gem Ancestry." + ] + }, + { + "type": "entries", + "name": "Psionic Mind", + "entries": [ + "You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them." + ] + }, + { + "type": "entries", + "name": "Gem Flight", + "entries": [ + "Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest." + ] + } + ] + }, + { + "name": "Metallic", + "attacks": [ + { + "name": "Breath Weapon", + "damage": [ + 1, + 10, + 0 + ], + "range": "15 ft. cone", + "bonus": "dex", + "type": "Fire", + "save": true, + "proficient": false + } + ], + "ability": [ + {} + ], + "entries": [ + { + "type": "entries", + "name": "Metallic Ancestry", + "entries": [ + "You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits." + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "(Replaces the original Breath Weapon) When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Metallic Ancestry." + ] + }, + { + "type": "entries", + "name": "Metallic Breath Weapon", + "entries": [ + "At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:", + "Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.", + "Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest." + ] + } + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "str": 2, + "cha": 1 + } + ], + "short": "Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension.", + "URL": "https://5etools.com/img/races/Dragonborn.png" + }, + { + "name": "Dwarf", + "entries": [ + { + "name": "Speed", + "entries": [ + "Your speed is not reduced by wearing heavy armor." + ], + "type": "entries" + }, + { + "name": "Dwarven Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ], + "type": "entries" + }, + { + "name": "Stonecunning", + "entries": [ + "Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "dwarvish": true, + "common": true + } + ], + "size": "M", + "resist": "poison", + "weapons": [ + "battleaxe", + "handaxe", + "light hammer", + "warhammer" + ], + "speed": 25, + "darkvision": 60, + "ability": [ + { + "con": 2 + } + ], + "subraces": [ + { + "name": "Hill", + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Dwarven Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ], + "type": "entries" + } + ], + "desc": "As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting." + }, + { + "name": "Mountain", + "armor": [ + "light", + "medium" + ], + "ability": [ + { + "str": 2 + } + ], + "desc": "As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves." + }, + { + "name": "Duergar", + "darkvision": 120, + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "name": "Duergar Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed." + ], + "data": { + "overwrite": "Dwarven Resilience" + }, + "type": "entries" + }, + { + "name": "Duergar Magic", + "entries": [ + "When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "desc": "In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size." + } + ], + "tools": [ + { + "artisan's tools": true + } + ], + "short": "Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal, that stand well under 5 feet tall, but are broad and compact.", + "URL": "https://5etools.com/img/races/Dwarf.png" + }, + { + "name": "Elf", + "entries": [ + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being charmed, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Trance", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "size": "M", + "speed": 30, + "ability": [ + { + "dex": 2 + } + ], + "darkvision": 60, + "subraces": [ + { + "name": "Drow", + "ability": [ + { + "cha": 1 + } + ], + "weapons": [ + "rapier", + "shortsword", + "hand crossbow" + ], + "darkvision": 120, + "entries": [ + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + }, + { + "name": "Drow Magic", + "entries": [ + "You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "Descended from an earlier subrace of dark skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth." + }, + { + "name": "High", + "speed": 30, + "weapons": [ + "longsword", + "shortsword", + "longbow", + "shortbow" + ], + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "desc": "As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races." + }, + { + "name": "Wood", + "speed": 35, + "ability": [ + { + "wis": 1 + } + ], + "weapons": [ + "longsword", + "shortsword", + "longbow", + "shortbow" + ], + "entries": [ + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + } + ], + "desc": "As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.\n\nWood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel." + }, + { + "name": "Eladrin", + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + { + "name": "Fey Step", + "entries": [ + "Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, an eladrin can change their season.", + "\nAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.", + "When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:", + "\n• Autumn", + "Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.", + "\n• Winter", + "When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.", + "\n• Spring", + "When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.", + "\n• Summer", + "Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage)." + ], + "type": "entries" + } + ], + "desc": "Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood.\n\nSome eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season." + }, + { + "name": "Sea", + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "con": 1 + } + ], + "weapons": [ + "spear", + "trident", + "light crossbow", + "net" + ], + "entries": [ + { + "name": "Child of the Sea", + "entries": [ + "You have a swimming speed of 30 feet, and you can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Friend of the Sea", + "entries": [ + "Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "aquan": true + } + ], + "desc": "Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water." + }, + { + "name": "Shadar-kai", + "ability": [ + { + "con": 1 + } + ], + "resist": "necrotic", + "entries": [ + { + "name": "Blessing of the Raven Queen", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.", + "Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent." + ], + "type": "entries" + } + ], + "desc": "Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it." + } + ], + "short": "Elves are a magical people of otherworldly grace, living in the world but not entirely part of it.", + "URL": "https://5etools.com/img/races/Elf.png" + }, + { + "name": "Gnome", + "entries": [ + { + "type": "entries", + "name": "Gnome Cunning", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic." + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "gnomish": true + } + ], + "size": "S", + "speed": 25, + "darkvision": 60, + "ability": [ + { + "int": 2 + } + ], + "subraces": [ + { + "name": "Forest", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Natural Illusionist", + "entries": [ + "You know the minor illusion cantrip. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Speak with Small Beasts", + "entries": [ + "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets." + ], + "type": "entries" + } + ], + "desc": "As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands." + }, + { + "name": "Rock", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Artificer's Lore", + "entries": [ + "Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply." + ], + "type": "entries" + }, + { + "name": "Tinker", + "entries": [ + "You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.", + "When you create a device, choose one of the following options:", + "\n• Clockwork Toy", + "This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.", + "\n• Fire Starter", + "The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.", + "\n• Music Box", + "When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed." + ], + "type": "entries" + } + ], + "desc": "As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting." + }, + { + "name": "Deep", + "darkvision": 120, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Stone Camouflage", + "entries": [ + "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "desc": "A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework." + } + ], + "short": "Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors.", + "URL": "https://5etools.com/img/races/Gnome.png" + }, + { + "name": "Half-Elf", + "entries": [ + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being charmed, and magic can't put you to sleep." + ], + "type": "entries" + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + {} + ], + "subraces": [ + { + "name": "Wood Elf Descent", + "choose": true, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Variant Feature (Choose 1)", + "entries": [ + "\n• Skill Versatility", + "You gain proficiency in two skills of your choice.", + "\n• Keen Senses", + "You have proficiency in the Perception skill.", + "\n• Elf Weapon Training", + "You have proficiency with the longsword, shortsword, shortbow, and longbow.", + "\n• Fleet of Foot", + "Your base walking speed increases to 35 feet.", + "\n• Mask of the Wild", + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ] + } + ] + }, + { + "name": "Moon Elf or Sun Elf Descent", + "choose": true, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Variant Feature (Choose 1)", + "entries": [ + "\n• Skill Versatility", + "You gain proficiency in two skills of your choice.", + "\n• Keen Senses", + "You have proficiency in the Perception skill.", + "\n• Elf Weapon Training", + "You have proficiency with the longsword, shortsword, shortbow, and longbow.", + "\n• Cantrip", + "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it." + ] + } + ] + }, + { + "name": "Drow Descent", + "choose": true, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Variant Feature (Choose 1)", + "entries": [ + "\n• Skill Versatility", + "You gain proficiency in two skills of your choice.", + "\n• Keen Senses", + "You have proficiency in the Perception skill.", + "\n• Drow Magic", + "You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ] + } + ] + }, + { + "name": "Aquatic Elf Descent", + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "choose": true, + "entries": [ + { + "type": "entries", + "name": "Variant Feature (Choose 1)", + "entries": [ + "\n• Skill Versatility", + "You gain proficiency in two skills of your choice.", + "\n• Keen Senses", + "You have proficiency in the Perception skill.", + "\n• Swim", + "You gain a swimming speed of 30 ft." + ] + } + ] + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "any": 1 + } + ], + "short": "Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents.", + "URL": "https://5etools.com/img/races/Half-Elf.png" + }, + { + "name": "Half-Orc", + "entries": [ + { + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Savage Attacks", + "entries": [ + "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ], + "type": "entries" + } + ], + "size": "M", + "speed": 30, + "darkvision": 60, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "short": "Half-orc's grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see.", + "URL": "https://5etools.com/img/races/Half-Orc.png" + }, + { + "name": "Halfling", + "entries": [ + { + "name": "Lucky", + "entries": [ + "When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll." + ], + "type": "entries" + }, + { + "name": "Brave", + "entries": [ + "You have advantage on saving throws against being frightened." + ], + "type": "entries" + }, + { + "name": "Halfling Nimbleness", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "halfling": true + } + ], + "size": "S", + "speed": 25, + "ability": [ + { + "dex": 2 + } + ], + "subraces": [ + { + "name": "Lightfoot", + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + { + "name": "Naturally Stealthy", + "entries": [ + "You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you." + ], + "type": "entries" + } + ], + "desc": "As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.\n\nLightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows." + }, + { + "name": "Stout", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Stout Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ], + "type": "entries" + } + ], + "desc": "As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south." + }, + { + "name": "Ghostwise", + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Silent Speech", + "entries": [ + "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time." + ], + "type": "entries" + } + ], + "desc": "Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.\n\nMany ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.\n\nBecause these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the listed subrace traits." + } + ], + "short": "The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies.", + "URL": "https://5etools.com/img/races/Halfling.png" + }, + { + "name": "Human", + "ability": [ + {} + ], + "entries": [ + ], + "languageProficiencies": [ + { + "any": 1, + "common": true + } + ], + "size": "M", + "speed": 30, + "subraces": [ + { + "name": "Basic", + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ] + }, + { + "name": "Variant", + "choose": true, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "entries": [], + "feats": { + "choose": 1 + }, + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ] + } + ], + "short": "In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons.", + "URL": "https://5etools.com/img/races/Human.png" + }, + { + "name": "Tiefling", + "entries": [ + ], + "resist": "fire", + "size": "M", + "ability": [ + { + "cha": 2 + } + ], + "speed": 30, + "darkvision": 60, + "subraces": [ + { + "name": "Basic", + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Infernal Legacy", + "entries": [ + "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "" + }, + { + "name": "Asmodeus", + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Infernal Legacy", + "entries": [ + "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself." + }, + { + "name": "Baalzebul", + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Legacy of Maladomini", + "entries": [ + "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically." + }, + { + "name": "Dispater", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Legacy of Dis", + "entries": [ + "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators." + }, + { + "name": "Fierna", + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Legacy of Phlegethos", + "entries": [ + "You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "A master manipulator, Fierna grants tieflings tied to her forceful personalities." + }, + { + "name": "Glasya", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Legacy of Malbolge", + "entries": [ + "You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists." + }, + { + "name": "Levistus", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Legacy of Stygia", + "entries": [ + "You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom." + }, + { + "name": "Mammon", + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Legacy of Minauros", + "entries": [ + "You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth." + }, + { + "name": "Mephistopheles", + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Legacy of Cania", + "entries": [ + "You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic." + }, + { + "name": "Zariel", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "name": "Legacy of Avernus", + "entries": [ + "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "desc": "Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle." + } + ], + "short": "Their appearance and their nature are not their fault but the result of an ancient sin, for which they will always be held accountable.", + "URL": "https://5etools.com/img/races/Tiefling.png", + "languageProficiencies": [ + { + "common": true, + "infernal": true + } + ] + } + ], + "spells": [ + { + "name": "Abi-Dalzim's Horrid Wilting", + "source": "XGE", + "level": 8, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of sponge" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.", + "Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly." + ], + "page": 150, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ] + }, + { + "name": "Absorb Elements", + "source": "XGE", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you take acid, cold, fire, lightning, or thunder damage" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 150, + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ] + }, + { + "name": "Acid Splash", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.", + "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 211, + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "scalingEffects": true + }, + { + "name": "Aganazzar's Scorcher", + "source": "XGE", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a red dragon's scale" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 150, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ] + }, + { + "name": "Aid", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny strip of white cloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd." + ] + } + ], + "page": 211 + }, + { + "name": "Alarm", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny bell and a piece of fine silver wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.", + "A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.", + "An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet." + ], + "page": 211 + }, + { + "name": "Alter Self", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.", + { + "type": "entries", + "name": "Aquatic Adaptation", + "entries": [ + "You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Change Appearance", + "entries": [ + "You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again." + ] + }, + { + "type": "entries", + "name": "Natural Weapons", + "entries": [ + "You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it." + ] + } + ], + "page": 211, + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ], + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Animal Friendship", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st." + ] + } + ], + "page": 212, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Yuan-ti Pureblood", + "source": "VGM" + } + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Animal Messenger", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.", + "When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd." + ] + } + ], + "page": 212 + }, + { + "name": "Animal Shapes", + "level": 8, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.", + "The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.", + "The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment." + ], + "page": 212 + }, + { + "name": "Animate Dead", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood, a piece of flesh, and a pinch of bone dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).", + "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones." + ] + } + ], + "page": 212, + "permanentEffects": true + }, + { + "name": "Animate Objects", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.", + "As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.", + "If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th." + ] + } + ], + "page": 213, + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Antilife Shell", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.", + "The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.", + "If you move so that an affected creature is forced to pass through the barrier, the spell ends." + ], + "page": 213 + }, + { + "name": "Antimagic Field", + "level": 8, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powdered iron or iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.", + "Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + { + "type": "entries", + "name": "Targeted Effects", + "entries": [ + "Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target." + ] + }, + { + "type": "entries", + "name": "Areas of Magic", + "entries": [ + "The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it." + ] + }, + { + "type": "entries", + "name": "Magic Items", + "entries": [ + "The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.", + "A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits." + ] + }, + { + "type": "entries", + "name": "Magical Travel", + "entries": [ + "Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere." + ] + }, + { + "type": "entries", + "name": "Creatures and Objects", + "entries": [ + "A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere." + ] + }, + { + "type": "entries", + "name": "Dispel Magic", + "entries": [ + "Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other." + ] + } + ], + "page": 213 + }, + { + "name": "Antipathy/Sympathy", + "level": 8, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.", + { + "type": "entries", + "name": "Antipathy", + "entries": [ + "The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it." + ] + }, + { + "type": "entries", + "name": "Sympathy", + "entries": [ + "The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.", + "If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below." + ] + }, + { + "type": "entries", + "name": "Ending the Effect", + "entries": [ + "If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists." + ] + }, + "A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again." + ], + "page": 214, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Arcane Eye", + "level": 4, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of bat fur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create an invisible, magical eye within range that hovers in the air for the duration.", + "You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.", + "As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter." + ], + "page": 214 + }, + { + "name": "Arcane Gate", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.", + "The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.", + "Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction." + ], + "page": 214 + }, + { + "name": "Arcane Lock", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "gold dust worth at least 25 gp, which the spell consumes", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.", + "While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10." + ], + "page": 215, + "races": [ + { + "name": "Tiefling (Mammon)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mammon)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Armor of Agathys", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a cup of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Frost" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st." + ] + } + ], + "page": 215, + "damageInflict": [ + "cold" + ], + "races": [ + { + "name": "Tiefling (Levistus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Levistus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Arms of Hadar", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 215, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Astral Projection", + "level": 9, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "special" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.", + "Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.", + "Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.", + "The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.", + "The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.", + "If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points." + ], + "page": 215, + "conditionInflict": [ + "unconscious" + ] + }, + { + "name": "Augury", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "specially marked sticks, bones, or similar tokens worth at least 25 gp", + "cost": 25 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:", + { + "type": "list", + "items": [ + "Weal, for good results", + "Woe, for bad results", + "Weal and woe, for both good and bad results", + "Nothing, for results that aren't especially good or bad" + ] + }, + "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.", + "If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret." + ], + "page": 215 + }, + { + "name": "Aura of Life", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points." + ], + "page": 216, + "damageResist": [ + "necrotic" + ], + "isHeal": true + }, + { + "name": "Aura of Purity", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned." + ], + "page": 216, + "damageResist": [ + "poison" + ] + }, + { + "name": "Aura of Vitality", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points." + ], + "page": 216, + "isHeal": true + }, + { + "name": "Awaken", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an agate worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.", + "The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed." + ], + "page": 216, + "permanentEffects": true, + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Bane", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "page": 216, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Banishing Smite", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied." + ], + "page": 216, + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "incapacitated" + ] + }, + { + "name": "Banishment", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "an item distasteful to the target" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.", + "If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", + "If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." + ] + } + ], + "page": 217, + "savingThrow": [ + "charisma" + ], + "conditionInflict": [ + "incapacitated" + ] + }, + { + "name": "Barkskin", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of oak bark" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing." + ], + "page": 217 + }, + { + "name": "Beacon of Hope", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing." + ], + "page": 217, + "isHeal": true + }, + { + "name": "Beast Bond", + "source": "XGE", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur wrapped in a cloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see." + ], + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Beast Sense", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Barbarian", + "source": "PHB" + }, + "subclass": { + "name": "Totem Warrior", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings." + ], + "page": 217 + }, + { + "name": "Bestow Curse", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:", + { + "type": "list", + "items": [ + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.", + "While cursed, the target has disadvantage on attack rolls against you.", + "While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.", + "While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target." + ] + }, + "A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration." + ] + } + ], + "page": 218, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Bigby's Hand", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an eggshell and a snakeskin glove" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.", + "The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.", + "When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.", + { + "type": "entries", + "name": "Clenched Fist", + "entries": [ + "The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage." + ] + }, + { + "type": "entries", + "name": "Forceful Hand", + "entries": [ + "The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it." + ] + }, + { + "type": "entries", + "name": "Grasping Hand", + "entries": [ + "The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier." + ] + }, + { + "type": "entries", + "name": "Interposing Hand", + "entries": [ + "The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th." + ] + } + ], + "page": 218, + "damageInflict": [ + "bludgeoning", + "force" + ], + "opposedCheck": [ + "strength" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Blade Barrier", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.", + "When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage." + ], + "page": 218, + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Blade Ward", + "level": 0, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks." + ], + "page": 218, + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Bless", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a sprinkling of holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "page": 219 + }, + { + "name": "Blight", + "level": 4, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.", + "If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.", + "If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th." + ] + } + ], + "page": 219, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Blinding Smite", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.", + "A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded." + ], + "page": 219, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Blindness/Deafness", + "level": 2, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "page": 219, + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded", + "deafened" + ] + }, + { + "name": "Blink", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.", + "While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so." + ], + "page": 219 + }, + { + "name": "Blur", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight." + ], + "page": 219 + }, + { + "name": "Bones of the Earth", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.", + "If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", + "If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th." + ] + } + ], + "page": 150, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "opposedCheck": [ + "strength", + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Booming Blade", + "source": "SCAG", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "m": "a weapon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.", + "This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level." + ], + "page": 142, + "damageInflict": [ + "thunder" + ], + "scalingEffects": true, + "spellAttack": [ + "M" + ] + }, + { + "name": "Branding Smite", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd." + ] + } + ], + "page": 219, + "damageInflict": [ + "radiant" + ], + "races": [ + { + "name": "Tiefling (Zariel)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Zariel)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Burning Hands", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Fire" + } + } + ] + }, + "source": "PHB", + "entries": [ + "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.", + "The fire ignites any flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 220, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "races": [ + { + "name": "Genasi (Fire)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mephistopheles)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Call Lightning", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).", + "When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.", + "If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd." + ] + } + ], + "page": 220, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Calm Emotions", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.", + "You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.", + "Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise." + ], + "page": 221, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Catapult", + "source": "XGE", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st." + ] + } + ], + "page": 150, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ] + }, + { + "name": "Catnap", + "source": "XGE", + "level": 3, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a pinch of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd." + ] + } + ], + "page": 151, + "conditionInflict": [ + "unconscious" + ] + }, + { + "name": "Cause Fear", + "source": "XGE", + "level": 1, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 151, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Ceremony", + "source": "XGE", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "25 gp worth of powdered silver, which the spell consumes", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "meta": { + "ritual": true + }, + "entries": [ + "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.", + { + "type": "entries", + "name": "Atonement", + "entries": [ + "You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment." + ] + }, + { + "type": "entries", + "name": "Bless Water", + "entries": [ + "You touch one vial of water and cause it to become holy water." + ] + }, + { + "type": "entries", + "name": "Coming of Age", + "entries": [ + "You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once." + ] + }, + { + "type": "entries", + "name": "Dedication", + "entries": [ + "You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once." + ] + }, + { + "type": "entries", + "name": "Funeral Rite", + "entries": [ + "You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell." + ] + }, + { + "type": "entries", + "name": "Wedding", + "entries": [ + "You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed." + ] + } + ], + "page": 151 + }, + { + "name": "Chain Lightning", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.", + "A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th." + ] + } + ], + "page": 221, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Chaos Bolt", + "source": "XGE", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.", + { + "type": "list", + "items": [ + "1 - Acid", + "2 - Cold", + "3 - Fire", + "4 - Force", + "5 - Lightning", + "6 - Poison", + "7 - Psychic", + "8 - Thunder" + ] + }, + "If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.", + "A creature can be targeted only once by each casting of this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st." + ] + } + ], + "page": 151, + "otherSources": [ + { + "source": "GGR" + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Charm Monster", + "source": "XGE", + "level": 4, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "entries": [ + "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 151, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Charm Person", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 221, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Fierna)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Fierna)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Chill Touch", + "level": 0, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.", + "If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.", + "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 221, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "R" + ], + "scalingEffects": true, + "races": [ + { + "name": "Elf (Eladrin)", + "source": "UAEladrinAndGith", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Elf (Shadar-kai)", + "source": "UAElfSubraces", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Elf (Zendikar) (Mul Daya Nation)", + "source": "PSZ", + "baseName": "Elf (Zendikar)", + "baseSource": "PSZ" + } + ] + }, + { + "name": "Chromatic Orb", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 50 gp", + "cost": 50 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st." + ] + } + ], + "page": 221, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + "thunder" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Circle of Death", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "the powder of a crushed black pearl worth at least 500 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th." + ] + } + ], + "page": 221, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Circle of Power", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw." + ], + "page": 221 + }, + { + "name": "Clairvoyance", + "level": 3, + "school": "Divination", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.", + "When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.", + "A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist." + ], + "page": 222 + }, + { + "name": "Clone", + "level": 8, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.", + "At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere." + ], + "page": 222, + "permanentEffects": true + }, + { + "name": "Cloud of Daggers", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a sliver of glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd." + ] + } + ], + "page": 222, + "damageInflict": [ + "slashing" + ] + }, + { + "name": "Cloudkill", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.", + "The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th." + ] + } + ], + "page": 222, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Color Spray", + "level": 1, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powder or sand that is colored red, yellow, and blue" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).", + "Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st." + ] + } + ], + "page": 222, + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Command", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.", + "Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.", + { + "type": "entries", + "name": "Approach", + "entries": [ + "The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you." + ] + }, + { + "type": "entries", + "name": "Drop", + "entries": [ + "The target drops whatever it is holding and then ends its turn." + ] + }, + { + "type": "entries", + "name": "Flee", + "entries": [ + "The target spends its turn moving away from you by the fastest available means." + ] + }, + { + "type": "entries", + "name": "Grovel", + "entries": [ + "The target falls prone and then ends its turn." + ] + }, + { + "type": "entries", + "name": "Halt", + "entries": [ + "The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 223, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Commune", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "incense and a vial of holy or unholy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.", + "Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.", + "If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret." + ], + "page": 223 + }, + { + "name": "Commune with Nature", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.", + "You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:", + { + "type": "list", + "items": [ + "terrain and bodies of water", + "prevalent plants, minerals, animals, or peoples", + "powerful celestials, fey, fiends, elementals, or undead", + "influence from other planes of existence", + "buildings" + ] + }, + "For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns." + ], + "page": 224 + }, + { + "name": "Compelled Duel", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.", + "The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target." + ], + "page": 224, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Comprehend Languages", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of soot and salt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "City (PSA)", + "source": "UAModernMagic" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.", + "This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language." + ], + "page": 224 + }, + { + "name": "Compulsion", + "level": 4, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.", + "A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction." + ], + "page": 224, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Cone of Cold", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal or glass cone" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.", + "A creature killed by this spell becomes a frozen statue until it thaws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th." + ] + } + ], + "page": 224, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Confusion", + "level": 4, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "three nut shells" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAP" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.", + "An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.", + { + "type": "list", + "items": [ + "1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.", + "2 - The creature doesn't move or take actions this turn.", + "3 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.", + "4 - The creature can act and move normally." + ] + }, + "At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th." + ] + } + ], + "page": 224, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Conjure Animals", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "One beast of challenge rating 2 or lower", + "Two beasts of challenge rating 1 or lower", + "Four beasts of challenge rating 1/2 or lower", + "Eight beasts of challenge rating 1/4 or lower" + ] + }, + "Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot." + ] + } + ], + "page": 225 + }, + { + "name": "Conjure Barrage", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "one piece of ammunition or a thrown weapon" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component." + ], + "page": 225, + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Conjure Celestial", + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.", + "The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.", + "The DM has couatl's statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower." + ] + } + ], + "page": 225 + }, + { + "name": "Conjure Elemental", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.", + "The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.", + "If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.", + "The DM has the elemental's statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th." + ] + } + ], + "page": 225 + }, + { + "name": "Conjure Fey", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.", + "The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.", + "If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.", + "The DM has the fey creature's statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th." + ] + } + ], + "page": 226 + }, + { + "name": "Conjure Minor Elementals", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:", + { + "type": "list", + "items": [ + "One elemental of challenge rating 2 or lower", + "Two elementals of challenge rating 1 or lower", + "Four elementals of challenge rating 1/2 or lower", + "Eight elementals of challenge rating 1/4 or lower." + ] + }, + "An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot." + ] + } + ], + "page": 226 + }, + { + "name": "Conjure Volley", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "one piece of ammunition or one thrown weapon" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon." + ], + "page": 226, + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Conjure Woodland Beings", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "one holly berry per creature summoned" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "One fey creature of challenge rating 2 or lower", + "Two fey creatures of challenge rating 1 or lower", + "Four fey creatures of challenge rating 1/2 or lower", + "Eight fey creatures of challenge rating 1/4 or lower" + ] + }, + "A summoned creature disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot." + ] + } + ], + "page": 226 + }, + { + "name": "Contact Other Plane", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.", + "On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer." + ], + "page": 226, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Contagion", + "level": 5, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 7 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.", + "At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.", + "Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.", + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded." + ] + }, + { + "type": "entries", + "name": "Filth Fever", + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." + ] + }, + { + "type": "entries", + "name": "Flesh Rot", + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." + ] + }, + { + "type": "entries", + "name": "Mindfire", + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat." + ] + }, + { + "type": "entries", + "name": "Seizure", + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." + ] + }, + { + "type": "entries", + "name": "Slimy Doom", + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn." + ] + } + ], + "page": 227, + "savingThrow": [ + "constitution" + ], + "spellAttack": [ + "M" + ], + "conditionInflict": [ + "blinded", + "stunned", + "poisoned" + ] + }, + { + "name": "Contingency", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp", + "cost": 1500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.", + "The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.", + "The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person." + ], + "page": 227 + }, + { + "name": "Continual Flame", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 50 gp, which the spell consumes", + "cost": 50, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched." + ], + "page": 227 + }, + { + "name": "Control Flames", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:", + { + "type": "list", + "items": [ + "You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.", + "You instantaneously extinguish the flames within the cube.", + "You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.", + "You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour." + ] + }, + "If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action." + ], + "page": 152, + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ] + }, + { + "name": "Control Water", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water and a pinch of dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.", + { + "type": "entries", + "name": "Flood", + "entries": [ + "You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.", + "If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.", + "The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts." + ] + }, + { + "type": "entries", + "name": "Part Water", + "entries": [ + "You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored." + ] + }, + { + "type": "entries", + "name": "Redirect Flow", + "entries": [ + "You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect." + ] + }, + { + "type": "entries", + "name": "Whirlpool", + "entries": [ + "This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.", + "When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.", + "The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex." + ] + } + ], + "page": 227, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "opposedCheck": [ + "strength" + ] + }, + { + "name": "Control Weather", + "level": 8, + "school": "Transmutation", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "miles", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense and bits of earth and wood mixed in water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.", + "When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.", + "When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", + "\nCondition:", + { + "type": "list", + "items": [ + "1 - Clear", + "2 - Light clouds", + "3 - Overcast or ground fog", + "4 - Rain, hail, or snow", + "5 - Torrential rain, driving hail, or blizzard" + ] + }, + "\nTemperature:", + { + "type": "list", + "items": [ + "1 - Unbearable heat", + "2 - Hot", + "3 - Warm", + "4 - Cool", + "5- Cold", + "6 - Arctic cold" + ] + }, + "\nWind:", + { + "type": "list", + "items": [ + "1 - Calm", + "2 - Moderate wind", + "3 - Strong wind", + "4- Gale", + "5- Storm" + ] + } + ], + "page": 228 + }, + { + "name": "Control Winds", + "source": "XGE", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.", + { + "type": "entries", + "name": "Gusts", + "entries": [ + "A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved." + ] + }, + { + "type": "entries", + "name": "Downdraft", + "entries": [ + "You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone." + ] + }, + { + "type": "entries", + "name": "Updraft", + "entries": [ + "You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal." + ] + } + ], + "page": 152, + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Cordon of Arrows", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "four or more arrows or bolts" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.", + "When you cast this spell, you can designate any creatures you choose, and the spell ignores them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd." + ] + } + ], + "page": 228, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Counterspell", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of you casting a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used." + ] + } + ], + "page": 228 + }, + { + "name": "Create Bonfire", + "source": "XGE", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.", + "The bonfire ignites flammable objects in its area that aren't being worn or carried.", + "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 152, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "scalingEffects": true, + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ] + }, + { + "name": "Create Food and Water", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad." + ], + "page": 229 + }, + { + "name": "Create Homunculus", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.", + "The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.", + "You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails." + ], + "page": 152, + "permanentEffects": true + }, + { + "name": "Create Undead", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse", + "cost": 150 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)", + "As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies." + ] + } + ], + "page": 229, + "permanentEffects": true + }, + { + "name": "Create or Destroy Water", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water if creating water or a few grains of sand if destroying it" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You either create or destroy water.", + { + "type": "entries", + "name": "Create Water", + "entries": [ + "You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area." + ] + }, + { + "type": "entries", + "name": "Destroy Water", + "entries": [ + "You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st." + ] + } + ], + "page": 229, + "permanentEffects": true, + "races": [ + { + "name": "Genasi (Water)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + } + ] + }, + { + "name": "Creation", + "level": 5, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny piece of matter of the same type of the item you plan to create" + }, + "duration": [ + { + "type": "special" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.", + "The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.", + "\nCreation:", + { + "type": "list", + "items": [ + "Vegetable matter - 1 Day", + "Stone or crystal - 12 Hours", + "Precious metals - 1 Hour", + "Gems - 10 Minutes", + "Adamantine or mithral - 1 Minute" + ] + }, + "Using any material created by this spell as another spell's material component causes that spell to fail." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th." + ] + } + ], + "page": 229 + }, + { + "name": "Crown of Madness", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.", + "The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.", + "On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends." + ], + "page": 229, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Tiefling (Baalzebul)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Baalzebul)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Crown of Stars", + "source": "XGE", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.", + "If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th." + ] + } + ], + "page": 152, + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Crusader's Mantle", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack." + ], + "page": 230, + "damageInflict": [ + "radiant" + ] + }, + { + "name": "Cure Wounds", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st." + ] + } + ], + "page": 230, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "isHeal": true + }, + { + "name": "Dancing Lights", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus or wychwood, or a glowworm" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.", + "As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range." + ], + "page": 230, + "races": [ + { + "name": "Elf (Drow)", + "source": "PHB", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Half-Elf (Drow Descent)", + "source": "SCAG", + "baseName": "Half-Elf", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Danse Macabre", + "source": "XGE", + "level": 5, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombie and skeleton are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.", + "You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.", + "The creatures are under your control until the spell ends, after which they become inanimate once more." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th." + ] + } + ], + "page": 153 + }, + { + "name": "Darkness", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "bat fur and a drop of pitch or piece of coal" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.", + "If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.", + "If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ], + "page": 230, + "races": [ + { + "name": "Elf (Drow)", + "source": "PHB", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Elf (Zendikar) (Mul Daya Nation)", + "source": "PSZ", + "baseName": "Elf (Zendikar)", + "baseSource": "PSZ" + }, + { + "name": "Half-Elf (Drow Descent)", + "source": "SCAG", + "baseName": "Half-Elf", + "baseSource": "PHB" + }, + { + "name": "Tiefling", + "source": "PHB", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Levistus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Levistus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Darkvision", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "either a pinch of dried carrot or an agate" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet." + ], + "page": 230 + }, + { + "name": "Dawn", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sunburst pendant worth at least 100 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.", + "When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.", + "If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn." + ], + "page": 153, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Daylight", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.", + "If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.", + "If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled." + ], + "page": 230, + "races": [ + { + "name": "Aasimar", + "source": "DMG" + } + ] + }, + { + "name": "Death Ward", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature and grant it a measure of protection from death.", + "The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.", + "If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends." + ], + "page": 230 + }, + { + "name": "Delayed Blast Fireball", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.", + "The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.", + "If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.", + "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th." + ] + } + ], + "page": 230, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Demiplane", + "level": 8, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.", + "Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead." + ], + "page": 231, + "permanentEffects": true + }, + { + "name": "Destructive Wave", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone." + ], + "page": 231, + "damageInflict": [ + "necrotic", + "radiant", + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Detect Evil and Good", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ], + "page": 231 + }, + { + "name": "Detect Magic", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ], + "page": 231, + "races": [ + { + "name": "Firbolg", + "source": "VGM" + } + ] + }, + { + "name": "Detect Poison and Disease", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a yew leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ], + "page": 231 + }, + { + "name": "Detect Thoughts", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a copper piece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.", + "You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.", + "Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.", + "You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.", + "Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range." + ], + "page": 231, + "savingThrow": [ + "wisdom" + ], + "opposedCheck": [ + "intelligence" + ], + "races": [ + { + "name": "Gith (Githzerai)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githzerai)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + }, + { + "name": "Tiefling (Dispater)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Dimension Door", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"", + "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.", + "If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you." + ], + "page": 233, + "damageInflict": [ + "force" + ] + }, + { + "name": "Disguise Self", + "level": 1, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UATheRangerRevised" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", + "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC." + ], + "page": 233, + "opposedCheck": [ + "intelligence" + ], + "races": [ + { + "name": "Firbolg", + "source": "VGM" + }, + { + "name": "Firbolg", + "source": "VGM" + }, + { + "name": "Tiefling (Dispater)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Dispater)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Disintegrate", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and a pinch of dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.", + "A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.", + "A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.", + "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th." + ] + } + ], + "page": 233, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Dispel Evil and Good", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "holy water or powdered silver and iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.", + "You can end the spell early by using either of the following special functions.", + { + "type": "entries", + "name": "Break Enchantment", + "entries": [ + "As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures." + ] + }, + { + "type": "entries", + "name": "Dismissal", + "entries": [ + "As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild." + ] + } + ], + "page": 233, + "savingThrow": [ + "charisma" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Dispel Magic", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used." + ] + } + ], + "page": 234 + }, + { + "name": "Dissonant Whispers", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 234, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Divination", + "level": 4, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.", + "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.", + "If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret." + ], + "page": 234 + }, + { + "name": "Divine Favor", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit." + ], + "page": 234, + "damageInflict": [ + "radiant" + ] + }, + { + "name": "Divine Word", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:", + { + "type": "list", + "items": [ + "50 hit points or fewer: deafened for 1 minute", + "40 hit points or fewer: deafened and blinded for 10 minutes", + "30 hit points or fewer: blinded, deafened, and stunned for 1 hour", + "20 hit points or fewer: killed instantly" + ] + }, + "Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell." + ], + "page": 234, + "savingThrow": [ + "charisma" + ], + "conditionInflict": [ + "blinded", + "deafened", + "stunned" + ] + }, + { + "name": "Dominate Beast", + "level": 4, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours." + ] + } + ], + "page": 234, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Dominate Monster", + "level": 8, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours." + ] + } + ], + "page": 235, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Dominate Person", + "level": 5, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours." + ] + } + ], + "page": 235, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Dragon's Breath", + "source": "XGE", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hot pepper" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd." + ] + } + ], + "page": 154, + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Drawmij's Instant Summons", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sapphire worth 1,000 gp", + "cost": 1000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.", + "At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.", + "If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.", + "Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect." + ], + "page": 235 + }, + { + "name": "Dream", + "level": 5, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "special" + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.", + "If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.", + "You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.", + "If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage." + ], + "page": 236, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Druid Grove", + "source": "XGE", + "level": 6, + "school": "Abjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.", + "The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.", + "The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.", + { + "type": "entries", + "name": "Solid Fog", + "entries": [ + "You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air." + ] + }, + { + "type": "entries", + "name": "Grasping Undergrowth", + "entries": [ + "You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds." + ] + }, + { + "type": "entries", + "name": "Grove Guardians", + "entries": [ + "You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible." + ] + }, + { + "type": "entries", + "name": "Additional Spell Effect", + "entries": [ + "You can place your choice of one of the following magical effects within the warded area:" + ] + }, + { + "type": "list", + "items": [ + "A constant gust of wind in two locations of your choice", + "Spike growth in one location of your choice", + "Wind wall in two locations of your choice" + ] + }, + "To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless." + ], + "page": 154, + "permanentEffects": true + }, + { + "name": "Druidcraft", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Archer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Whispering to the spirits of nature, you create one of the following effects within range:", + { + "type": "list", + "items": [ + "You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.", + "You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.", + "You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.", + "You instantly light or snuff out a candle, a torch, or a small campfire." + ] + } + ], + "page": 236 + }, + { + "name": "Dust Devil", + "source": "XGE", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.", + "Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.", + "As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 154, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ] + }, + { + "name": "Earth Tremor", + "source": "XGE", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 155, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Earthbind", + "source": "XGE", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends." + ], + "page": 154, + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ] + }, + { + "name": "Earthquake", + "level": 8, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt, a piece of rock, and a lump of clay" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.", + "The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.", + "When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.", + "This spell can have additional effects depending on the terrain in the area, as determined by the DM.", + { + "type": "entries", + "name": "Fissures", + "entries": [ + "Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.", + "A fissure that opens beneath a structure causes it to automatically collapse (see below)." + ] + }, + { + "type": "entries", + "name": "Structures", + "entries": [ + "The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried." + ] + } + ], + "page": 236, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "opposedCheck": [ + "strength" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Eldritch Blast", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.", + "The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam." + ], + "page": 237, + "damageInflict": [ + "force" + ], + "spellAttack": [ + "R" + ], + "scalingEffects": true + }, + { + "name": "Elemental Bane", + "source": "XGE", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 155, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ] + }, + { + "name": "Elemental Weapon", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4." + ] + } + ], + "page": 237, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ] + }, + { + "name": "Encode Thoughts", + "level": 0, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "GGR", + "entries": [ + "Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.", + "If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.", + "Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)" + ] + }, + { + "name": "Enemies Abound", + "source": "XGE", + "level": 3, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.", + "Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to." + ], + "page": 155, + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Enervation", + "source": "XGE", + "level": 5, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "entries": [ + "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.", + "Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th." + ] + } + ], + "page": 155, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "isHeal": true + }, + { + "name": "Enhance Ability", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "fur or a feather from a beast" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.", + { + "type": "entries", + "name": "Bear's Endurance", + "entries": [ + "The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends." + ] + }, + { + "type": "entries", + "name": "Bull's Strength", + "entries": [ + "The target has advantage on Strength checks, and his or her carrying capacity doubles." + ] + }, + { + "type": "entries", + "name": "Cat's Grace", + "entries": [ + "The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated." + ] + }, + { + "type": "entries", + "name": "Eagle's Splendor", + "entries": [ + "The target has advantage on Charisma checks." + ] + }, + { + "type": "entries", + "name": "Fox's Cunning", + "entries": [ + "The target has advantage on Intelligence checks." + ] + }, + { + "type": "entries", + "name": "Owl's Wisdom", + "entries": [ + "The target has advantage on Wisdom checks." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "page": 237 + }, + { + "name": "Enlarge/Reduce", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powdered iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Hill" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.", + "If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.", + { + "name": "Enlarge", + "type": "entries", + "entries": [ + "The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage." + ] + }, + { + "name": "Reduce", + "type": "entries", + "entries": [ + "The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)." + ] + } + ], + "page": 237, + "savingThrow": [ + "constitution", + "strength" + ], + "races": [ + { + "name": "Dwarf (Duergar)", + "source": "SCAG", + "baseName": "Dwarf", + "baseSource": "PHB" + }, + { + "name": "Dwarf (Duergar)", + "source": "MTF", + "baseName": "Dwarf", + "baseSource": "PHB" + } + ] + }, + { + "name": "Ensnaring Strike", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.", + "While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 237, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "strength" + ], + "opposedCheck": [ + "strength" + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Entangle", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Stone" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.", + "A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.", + "When the spell ends, the conjured plants wilt away." + ], + "page": 238, + "savingThrow": [ + "strength" + ], + "opposedCheck": [ + "strength" + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Enthrall", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak." + ], + "page": 238, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Erupting Earth", + "source": "XGE", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of obsidian" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd." + ] + } + ], + "page": 155, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ] + }, + { + "name": "Etherealness", + "level": 7, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.", + "While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.", + "You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.", + "When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.", + "This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell." + ] + } + ], + "page": 238, + "damageInflict": [ + "force" + ] + }, + { + "name": "Evard's Black Tentacles", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of tentacle from a giant octopus or a giant squid" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.", + "When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.", + "A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself." + ], + "page": 238, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "opposedCheck": [ + "strength", + "dexterity" + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Expeditious Retreat", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action." + ], + "page": 238 + }, + { + "name": "Eyebite", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.", + { + "type": "entries", + "name": "Asleep", + "entries": [ + "The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake." + ] + }, + { + "type": "entries", + "name": "Panicked", + "entries": [ + "The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends." + ] + }, + { + "type": "entries", + "name": "Sickened", + "entries": [ + "The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends." + ] + } + ], + "page": 238, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened", + "unconscious" + ] + }, + { + "name": "Fabricate", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.", + "Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.", + "Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects." + ], + "page": 239, + "permanentEffects": true + }, + { + "name": "Faerie Fire", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.", + "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible." + ], + "page": 239, + "savingThrow": [ + "dexterity" + ], + "races": [ + { + "name": "Elf (Drow)", + "source": "PHB", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Half-Elf (Drow Descent)", + "source": "SCAG", + "baseName": "Half-Elf", + "baseSource": "PHB" + } + ] + }, + { + "name": "False Life", + "level": 1, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small amount of alcohol or distilled spirits" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st." + ] + } + ], + "page": 239 + }, + { + "name": "Far Step", + "source": "XGE", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again." + ], + "page": 155 + }, + { + "name": "Fear", + "level": 3, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a white feather or the heart of a hen" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.", + "While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature." + ], + "page": 239, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Feather Fall", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you or a creature within 60 feet of you falls" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a small feather or a piece of down" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature." + ], + "page": 239 + }, + { + "name": "Feeblemind", + "level": 8, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of clay, crystal, glass, or mineral spheres" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.", + "On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.", + "At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.", + "The spell can also be ended by greater restoration, heal, or wish." + ], + "page": 239, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Feign Death", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of graveyard dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.", + "For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends." + ], + "page": 240, + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "radiant", + "slashing", + "thunder" + ], + "conditionInflict": [ + "blinded", + "incapacitated" + ] + }, + { + "name": "Find Familiar", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier", + "cost": 10, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.", + "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", + "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.", + "While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.", + "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.", + "You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", + "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." + ], + "page": 240, + "permanentEffects": true + }, + { + "name": "Find Greater Steed", + "source": "XGE", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.", + "You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.", + "The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.", + "You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.", + "Whenever the mount disappears, it leaves behind any objects it was wearing or carrying." + ], + "page": 156, + "permanentEffects": true + }, + { + "name": "Find Steed", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.", + "Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.", + "When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.", + "While your steed is within 1 mile of you, you can communicate with each other telepathically.", + "You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear." + ], + "page": 240 + }, + { + "name": "Find Traps", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.", + "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense." + ], + "page": 241 + }, + { + "name": "Find the Path", + "level": 6, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.", + "For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination." + ], + "page": 240 + }, + { + "name": "Finger of Death", + "level": 7, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.", + "A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability." + ], + "page": 241, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "permanentEffects": true + }, + { + "name": "Fire Bolt", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Fire" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.", + "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." + ], + "page": 242, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "scalingEffects": true, + "races": [ + { + "name": "Elf (Eladrin)", + "source": "UAEladrinAndGith", + "baseName": "Elf", + "baseSource": "PHB" + } + ] + }, + { + "name": "Fire Shield", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus or a firefly" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.", + "The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.", + "In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield." + ], + "page": 242, + "damageInflict": [ + "cold", + "fire" + ], + "damageResist": [ + "cold", + "fire" + ] + }, + { + "name": "Fire Storm", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.", + "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell." + ], + "page": 242, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Fireball", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.", + "The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd." + ] + } + ], + "page": 241, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Flame Arrows", + "source": "XGE", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd." + ] + } + ], + "page": 156, + "damageInflict": [ + "fire" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 18 + } + ] + }, + { + "name": "Flame Blade", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "leaf of sumac" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.", + "You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.", + "The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd." + ] + } + ], + "page": 242, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "M" + ], + "races": [ + { + "name": "Tiefling (Mephistopheles)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Flame Strike", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "pinch of sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th." + ] + } + ], + "page": 242, + "damageInflict": [ + "fire", + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Flaming Sphere", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Fire" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.", + "As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.", + "When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd." + ] + } + ], + "page": 242, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Flesh to Stone", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of lime, water, and earth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.", + "A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.", + "If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.", + "If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed." + ], + "page": 243, + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "petrified", + "restrained" + ] + }, + { + "name": "Flock of Familiars", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "LLK", + "entries": [ + "You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.", + "Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.", + "When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd." + ] + } + ], + "page": 57 + }, + { + "name": "Fly", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a wing feather from any bird" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] + } + ], + "page": 243 + }, + { + "name": "Fog Cloud", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Cloud" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st." + ] + } + ], + "page": 243, + "races": [ + { + "name": "Triton", + "source": "VGM" + } + ] + }, + { + "name": "Forbiddance", + "level": 6, + "school": "Abjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp", + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.", + "In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).", + "When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.", + "The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting." + ], + "page": 243, + "damageInflict": [ + "necrotic", + "radiant" + ], + "permanentEffects": true + }, + { + "name": "Forcecage", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 1,500 gp", + "cost": 1500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.", + "A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.", + "A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.", + "When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.", + "A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.", + "This spell can't be dispelled by dispel magic." + ], + "page": 243, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Foresight", + "level": 9, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hummingbird feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.", + "This spell immediately ends if you cast it again before its duration ends." + ], + "page": 244 + }, + { + "name": "Freedom of Movement", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a leather strap, bound around the arm or a similar appendage" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.", + "The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks." + ], + "page": 244 + }, + { + "name": "Friends", + "level": 0, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "a small amount of makeup applied to the face as this spell is cast" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it." + ], + "page": 244, + "races": [ + { + "name": "Elf (Eladrin)", + "source": "UAEladrinAndGith", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Siren", + "source": "PSX" + }, + { + "name": "Tiefling (Fierna)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Fierna)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Frostbite", + "source": "XGE", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.", + "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 156, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "scalingEffects": true, + "otherSources": [ + { + "source": "EEPC", + "page": 18 + } + ] + }, + { + "name": "Galder's Speedy Courier", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "LLK", + "entries": [ + "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.", + "As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.", + "The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you." + ] + } + ], + "page": 57 + }, + { + "name": "Galder's Tower", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a fragment of stone, wood, or other building material" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "LLK", + "entries": [ + "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:", + { + "type": "list", + "items": [ + "A bedroom with a bed, chairs, chest, and magical fireplace", + "A study with desks, books, bookshelves, parchments, ink, and ink pens", + "A dining space with a table, chairs, magical fireplace, containers, and cooking utensils", + "A lounge with couches, armchairs, side tables and footstools", + "A washroom with toilets, washtubs, a magical brazier, and sauna benches", + "An observatory with a telescope and maps of the night sky", + "An unfurnished, empty room" + ] + }, + "The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.", + "You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd." + ] + } + ], + "page": 57 + }, + { + "name": "Gaseous Form", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of gauze and a wisp of smoke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.", + "While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.", + "While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells." + ], + "page": 244 + }, + { + "name": "Gate", + "level": 9, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 5,000 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.", + "The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.", + "Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.", + "When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you." + ], + "page": 244 + }, + { + "name": "Geas", + "level": 5, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 30 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.", + "You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.", + "You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above." + ] + } + ], + "page": 244, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Gentle Repose", + "level": 2, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.", + "The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead." + ], + "page": 245 + }, + { + "name": "Giant Insect", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.", + "Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.", + "A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.", + "The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp." + ], + "page": 245 + }, + { + "name": "Glibness", + "level": 8, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful." + ], + "page": 245 + }, + { + "name": "Globe of Invulnerability", + "level": 6, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a glass or crystal bead that shatters when the spell ends" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.", + "Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th." + ] + } + ], + "page": 245 + }, + { + "name": "Glyph of Warding", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense and powdered diamond worth at least 200 gp, which the spell consumes", + "cost": 200, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UATheRangerRevised" + } + } + ] + }, + "source": "PHB", + "entries": [ + "When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.", + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.", + "You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.", + "When you inscribe the glyph, choose explosive runes or a spell glyph.", + { + "type": "entries", + "name": "Explosive Runes", + "entries": [ + "When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Spell Glyph", + "entries": [ + "You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding." + ] + } + ], + "page": 245, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Goodberry", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a sprig of mistletoe" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.", + "The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell." + ], + "page": 246, + "isHeal": true + }, + { + "name": "Grasping Vine", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.", + "Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns." + ], + "page": 246, + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Grease", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of pork rind or butter" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.", + "When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone." + ], + "page": 246, + "savingThrow": [ + "dexterity" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Greater Invisibility", + "level": 4, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UATheRangerRevised" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person." + ], + "page": 246, + "conditionInflict": [ + "invisible" + ] + }, + { + "name": "Greater Restoration", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth at least 100 gp, which the spell consumes", + "cost": 100, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:", + { + "type": "list", + "items": [ + "One effect that charmed or petrified the target", + "One curse, including the target's attunement to a cursed magic item", + "Any reduction to one of the target's ability scores", + "One effect reducing the target's hit point maximum" + ] + } + ], + "page": 246 + }, + { + "name": "Green-Flame Blade", + "source": "SCAG", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "m": "a weapon" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.", + "This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level." + ], + "page": 143, + "damageInflict": [ + "fire" + ], + "scalingEffects": true, + "spellAttack": [ + "M" + ] + }, + { + "name": "Guardian of Faith", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.", + "Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage." + ], + "page": 246, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Guardian of Nature", + "source": "XGE", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.", + { + "type": "entries", + "name": "Primal Beast", + "entries": [ + "Bestial fur covers your body, your facial features become feral, and you gain the following benefits:" + ] + }, + { + "type": "list", + "items": [ + "Your walking speed increases by 10 feet.", + "You gain darkvision with a range of 120 feet.", + "You make Strength-based attack rolls with advantage.", + "Your melee weapon attacks deal an extra 1d6 force damage on a hit." + ] + }, + { + "type": "entries", + "name": "Great Tree", + "entries": [ + "Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:" + ] + }, + { + "type": "list", + "items": [ + "You gain 10 temporary hit points.", + "You make Constitution saving throws with advantage.", + "You make Dexterity- and Wisdom-based attack rolls with advantage.", + "While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies." + ] + } + ], + "page": 157, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Guards and Wards", + "level": 6, + "school": "Abjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp", + "cost": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.", + "When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.", + "Guards and wards creates the following effects within the warded area.", + { + "type": "entries", + "name": "Corridors", + "entries": [ + "Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses." + ] + }, + { + "type": "entries", + "name": "Doors", + "entries": [ + "All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall." + ] + }, + { + "type": "entries", + "name": "Stairs", + "entries": [ + "Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts." + ] + }, + { + "type": "entries", + "name": "Other Spell Effect", + "entries": [ + "You can place your choice of one of the following magical effects within the warded area of the stronghold." + ] + }, + { + "type": "list", + "items": [ + "Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.", + "Place magic mouth in two locations.", + "Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.", + "Place a constant gust of wind in one corridor or room.", + "Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally." + ] + }, + "The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.", + "You can create a permanently guarded and warded structure by casting this spell there every day for one year." + ], + "page": 248, + "permanentEffects": true + }, + { + "name": "Guidance", + "level": 0, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends." + ], + "page": 248 + }, + { + "name": "Guiding Bolt", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 248, + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Gust", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You seize the air and compel it to create one of the following effects at a point you can see within range:", + { + "type": "list", + "items": [ + "One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.", + "You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.", + "You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze." + ] + } + ], + "page": 157, + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + }, + { + "source": "UAWGE", + "page": 107 + } + ] + }, + { + "name": "Gust of Wind", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a legume seed" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Storm" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.", + "Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.", + "The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.", + "As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you." + ], + "page": 248, + "savingThrow": [ + "strength" + ], + "races": [ + { + "name": "Triton", + "source": "VGM" + } + ] + }, + { + "name": "Hail of Thorns", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10)." + ] + } + ], + "page": 249, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Hallow", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "herbs, oils, and incense worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.", + "First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.", + "Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.", + { + "type": "entries", + "name": "Courage", + "entries": [ + "Affected creatures can't be frightened while in the area." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area." + ] + }, + { + "type": "entries", + "name": "Daylight", + "entries": [ + "Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light." + ] + }, + { + "type": "entries", + "name": "Energy Protection", + "entries": [ + "Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing." + ] + }, + { + "type": "entries", + "name": "Energy Vulnerability", + "entries": [ + "Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing." + ] + }, + { + "type": "entries", + "name": "Everlasting Rest", + "entries": [ + "Dead bodies interred in the area can't be turned into undead." + ] + }, + { + "type": "entries", + "name": "Extradimensional Interference", + "entries": [ + "Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "Affected creatures are frightened while in the area." + ] + }, + { + "type": "entries", + "name": "Silence", + "entries": [ + "No sound can emanate from within the area, and no sound can reach into it." + ] + }, + { + "type": "entries", + "name": "Tongues", + "entries": [ + "Affected creatures can communicate with any other creature in the area, even if they don't share a common language." + ] + } + ], + "page": 249, + "damageResist": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "damageVulnerable": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Hallucinatory Terrain", + "level": 4, + "school": "Illusion", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a stone, a twig, and a bit of green plant" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.", + "The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain." + ], + "page": 249, + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Harm", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes." + ], + "page": 249, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Haste", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a shaving of licorice root" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.", + "When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it." + ], + "page": 250 + }, + { + "name": "Heal", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th." + ] + } + ], + "page": 250, + "isHeal": true + }, + { + "name": "Healing Spirit", + "source": "XGE", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).", + "Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.", + "As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd." + ] + } + ], + "page": 157, + "isHeal": true + }, + { + "name": "Healing Word", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st." + ] + } + ], + "page": 250, + "isHeal": true + }, + { + "name": "Heat Metal", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of iron and a flame" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "City (PSA)", + "source": "UAModernMagic" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.", + "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 250, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Hellish Rebuke", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take in response to being damaged by a creature within 60 feet of you that you can see" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st." + ] + } + ], + "page": 250, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "races": [ + { + "name": "Tiefling", + "source": "PHB", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Heroes' Feast", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.", + "A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours." + ], + "page": 250, + "damageImmune": [ + "poison" + ] + }, + { + "name": "Heroism", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Hill" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "page": 250 + }, + { + "name": "Hex", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "the petrified eye of a newt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.", + "If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.", + "A remove curse cast on the target ends this spell early." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours." + ] + } + ], + "page": 251, + "damageInflict": [ + "necrotic" + ], + "races": [ + { + "name": "Elf (Zendikar) (Mul Daya Nation)", + "source": "PSZ", + "baseName": "Elf (Zendikar)", + "baseSource": "PSZ" + } + ] + }, + { + "name": "Hold Monster", + "level": 5, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small, straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "page": 251, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "paralyzed" + ] + }, + { + "name": "Hold Person", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small, straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Frost" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them." + ] + } + ], + "page": 251, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "paralyzed" + ] + }, + { + "name": "Holy Aura", + "level": 8, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text", + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends." + ], + "page": 251, + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Holy Weapon", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.", + "As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success." + ], + "page": 157, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Hunger of Hadar", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pickled octopus tentacle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.", + "The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it." + ], + "page": 251, + "damageInflict": [ + "acid", + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Hunter's Mark", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours." + ] + } + ], + "page": 251, + "opposedCheck": [ + "wisdom" + ] + }, + { + "name": "Hypnotic Pattern", + "level": 3, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true, + "m": "a glowing stick of incense or a crystal vial filled with phosphorescent material" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.", + "The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor." + ], + "page": 252, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ] + }, + { + "name": "Ice Knife", + "source": "XGE", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a drop of water or piece of ice" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 157, + "damageInflict": [ + "cold", + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "spellAttack": [ + "R" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ] + }, + { + "name": "Ice Storm", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust and a few drops of water" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.", + "Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th." + ] + } + ], + "page": 252, + "damageInflict": [ + "bludgeoning", + "cold" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Identify", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pearl worth at least 100 gp and an owl feather", + "cost": 100 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.", + "If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it." + ], + "page": 252 + }, + { + "name": "Illusory Dragon", + "source": "XGE", + "level": 8, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.", + "When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.", + "As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.", + "The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath." + ], + "page": 157, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison" + ], + "savingThrow": [ + "wisdom", + "intelligence" + ], + "opposedCheck": [ + "intelligence" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Illusory Script", + "level": 1, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": { + "text": "a lead-based ink worth at least 10 gp, which the spell consumes", + "cost": 10, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.", + "To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.", + "Should the spell be dispelled, the original script and the illusion both disappear.", + "A creature with truesight can read the hidden message." + ], + "page": 252 + }, + { + "name": "Immolation", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.", + "If damage from this spell kills a target, the target is turned to ash." + ], + "page": 158, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ] + }, + { + "name": "Imprisonment", + "level": 9, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target", + "cost": 500 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.", + "When you cast the spell, you choose one of the following forms of imprisonment.", + { + "type": "entries", + "name": "Burial", + "entries": [ + "The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it." + ] + }, + "The special component for this version of the spell is a small mithral orb.", + { + "type": "entries", + "name": "Chaining", + "entries": [ + "Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then." + ] + }, + "The special component for this version of the spell is a fine chain of precious metal.", + { + "type": "entries", + "name": "Hedged Prison", + "entries": [ + "The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice." + ] + }, + "The special component for this version of the spell is a miniature representation of the prison made from jade.", + { + "type": "entries", + "name": "Minimus Containment", + "entries": [ + "The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect." + ] + }, + "The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.", + { + "type": "entries", + "name": "Slumber", + "entries": [ + "The target falls asleep and can't be awoken." + ] + }, + "The special component for this version of the spell consists of rare soporific herbs.", + { + "type": "entries", + "name": "Ending the Spell", + "entries": [ + "During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points." + ] + }, + "A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.", + "You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding." + ], + "page": 252, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Incendiary Cloud", + "level": 8, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", + "When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", + "The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns." + ], + "page": 253, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Infernal Calling", + "source": "XGE", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a ruby worth at least 999 gp", + "cost": 999 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.", + "The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.", + "On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as \"attack my enemies,\" \"explore the room ahead,\" or \"bear this message to the queen\"—until it completes the activity, at which point it returns to you to report having done so.", + "If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.", + "If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th." + ] + } + ], + "page": 158 + }, + { + "name": "Infestation", + "source": "XGE", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a living flea" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.", + "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 158, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "scalingEffects": true + }, + { + "name": "Inflict Wounds", + "level": 1, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st." + ] + } + ], + "page": 253, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Insect Plague", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a few grains of sugar, some kernels of grain, and a smear of fat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Primeval Guardian (UA)", + "source": "UARangerAndRogue" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.", + "When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th." + ] + } + ], + "page": 254, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Investiture of Flame", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to fire damage and have resistance to cold damage.", + "Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.", + "You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "page": 159, + "damageImmune": [ + "fire" + ], + "damageInflict": [ + "fire" + ], + "damageResist": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ] + }, + { + "name": "Investiture of Ice", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, ice rimes your body, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to cold damage and have resistance to fire damage.", + "You can move across difficult terrain created by ice or snow without spending extra movement.", + "The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.", + "You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn." + ] + } + ], + "page": 159, + "damageImmune": [ + "cold" + ], + "damageInflict": [ + "cold" + ], + "damageResist": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ] + }, + { + "name": "Investiture of Stone", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.", + "You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn." + ] + } + ], + "page": 159, + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "conditionInflict": [ + "prone", + "stunned" + ] + }, + { + "name": "Investiture of Wind", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, wind whirls around you, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Ranged weapon attacks made against you have disadvantage on the attack roll.", + "You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.", + "You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube." + ] + } + ], + "page": 160, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "constitution" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ] + }, + { + "name": "Invisibility", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "an eyelash encased in gum arabic" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Cloud" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "page": 254, + "races": [ + { + "name": "Dwarf (Duergar)", + "source": "SCAG", + "baseName": "Dwarf", + "baseSource": "PHB" + }, + { + "name": "Dwarf (Duergar)", + "source": "MTF", + "baseName": "Dwarf", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Dispater)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "invisible" + ] + }, + { + "name": "Invulnerability", + "source": "XGE", + "level": 9, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small piece of adamantine worth at least 500 gp, which the spell consumes", + "cost": 500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You are immune to all damage until the spell ends." + ], + "page": 160 + }, + { + "name": "Jump", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a grasshopper's hind leg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature. The creature's jump distance is tripled until the spell ends." + ], + "page": 254, + "races": [ + { + "name": "Gith (Githyanki)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githyanki)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + } + ] + }, + { + "name": "Knock", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.", + "A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.", + "If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.", + "When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object." + ], + "page": 254 + }, + { + "name": "Legend Lore", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each", + "cost": 250, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.", + "The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"" + ], + "page": 254 + }, + { + "name": "Leomund's Secret Chest", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).", + "While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.", + "After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost." + ], + "page": 254, + "permanentEffects": true + }, + { + "name": "Leomund's Tiny Hut", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "hemisphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.", + "Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.", + "Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside." + ], + "page": 255 + }, + { + "name": "Lesser Restoration", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned." + ], + "page": 255, + "races": [ + { + "name": "Aasimar", + "source": "DMG" + } + ] + }, + { + "name": "Levitate", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.", + "The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.", + "When the spell ends, the target floats gently to the ground if it is still aloft." + ], + "page": 255, + "savingThrow": [ + "constitution" + ], + "races": [ + { + "name": "Genasi (Air)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Life Transference", + "source": "XGE", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd." + ] + } + ], + "page": 160, + "damageInflict": [ + "necrotic" + ], + "isHeal": true + }, + { + "name": "Light", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a firefly or phosphorescent moss" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.", + "If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell." + ], + "page": 255, + "savingThrow": [ + "dexterity" + ], + "races": [ + { + "name": "Aasimar (Fallen)", + "source": "VGM", + "baseName": "Aasimar", + "baseSource": "VGM" + }, + { + "name": "Aasimar (Protector)", + "source": "VGM", + "baseName": "Aasimar", + "baseSource": "VGM" + }, + { + "name": "Aasimar (Scourge)", + "source": "VGM", + "baseName": "Aasimar", + "baseSource": "VGM" + }, + { + "name": "Aasimar", + "source": "DMG" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Lightning Arrow", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.", + "Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.", + "The piece of ammunition or weapon then returns to its normal form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd." + ] + } + ], + "page": 255, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Lightning Bolt", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur and a rod of amber, crystal, or glass" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "City (PSA)", + "source": "UAModernMagic" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.", + "The lightning ignites flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd." + ] + } + ], + "page": 255, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Lightning Lure", + "source": "SCAG", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.", + "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 143, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "strength" + ], + "scalingEffects": true + }, + { + "name": "Locate Animals or Plants", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur from a bloodhound" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present." + ], + "page": 256 + }, + { + "name": "Locate Creature", + "level": 4, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur from a bloodhound" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "City (PSA)", + "source": "UAModernMagic" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.", + "The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.", + "This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature." + ], + "page": 256 + }, + { + "name": "Locate Object", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a forked twig" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.", + "The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.", + "This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object." + ], + "page": 256 + }, + { + "name": "Longstrider", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature. The target's speed increases by 10 feet until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "page": 256 + }, + { + "name": "Maddening Darkness", + "source": "XGE", + "level": 8, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "m": "a drop of pitch mixed with a drop of mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.", + "Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one." + ], + "page": 160, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Maelstrom", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "paper or leaf in the shape of a funnel" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center." + ], + "page": 160, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ] + }, + { + "name": "Mage Armor", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cured leather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action." + ], + "page": 256 + }, + { + "name": "Mage Hand", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.", + "You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.", + "The hand can't attack, activate magic items, or carry more than 10 pounds." + ], + "page": 256, + "races": [ + { + "name": "Gith (Githyanki)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githzerai)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githyanki)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + }, + { + "name": "Gith (Githzerai)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + }, + { + "name": "Tiefling (Mammon)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mephistopheles)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mammon)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mephistopheles)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Magic Circle", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "holy water or powdered silver and iron worth at least 100 gp, which the spell consumes", + "cost": 100, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.", + "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:", + { + "type": "list", + "items": [ + "The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.", + "The creature has disadvantage on attack rolls against targets within the cylinder.", + "Targets within the cylinder can't be charmed, frightened, or possessed by the creature." + ] + }, + "When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd." + ] + } + ], + "page": 256, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Magic Jar", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.", + "You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.", + "Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.", + "Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.", + "While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.", + "If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.", + "When the spell ends, the container is destroyed." + ], + "page": 257, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Magic Missile", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st." + ] + } + ], + "page": 257, + "damageInflict": [ + "force" + ], + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mephistopheles)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Magic Mouth", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes", + "cost": 10, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.", + "When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.", + "The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it." + ], + "page": 257 + }, + { + "name": "Magic Stone", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.", + "If you cast this spell again, the spell ends on any pebbles still affected by your previous casting." + ], + "page": 160, + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "R" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ] + }, + { + "name": "Magic Weapon", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3." + ] + } + ], + "page": 257 + }, + { + "name": "Major Image", + "level": 3, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).", + "As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration." + ] + } + ], + "page": 258, + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Mass Cure Wounds", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th." + ] + } + ], + "page": 258, + "isHeal": true + }, + { + "name": "Mass Heal", + "level": 9, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs." + ], + "page": 258, + "isHeal": true + }, + { + "name": "Mass Healing Word", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd." + ] + } + ], + "page": 258, + "isHeal": true + }, + { + "name": "Mass Polymorph", + "source": "XGE", + "level": 9, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a caterpillar cocoon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.", + "Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.", + "Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.", + "The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.", + "The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment." + ], + "page": 160, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Mass Suggestion", + "level": 6, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a snake's tongue and either a bit of honeycomb or a drop of sweet oil" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.", + "Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.", + "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.", + "If you or any of your companions damage a creature affected by this spell, the spell ends for that creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day." + ] + } + ], + "page": 258, + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Maximilian's Earthen Grasp", + "source": "XGE", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature hand sculpted from clay" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.", + "As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.", + "To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.", + "As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either." + ], + "page": 161, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "opposedCheck": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Maze", + "level": 8, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.", + "The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).", + "When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space." + ], + "page": 258 + }, + { + "name": "Meld into Stone", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.", + "While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.", + "Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered." + ], + "page": 259, + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Melf's Acid Arrow", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered rhubarb leaf and an adder's stomach" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd." + ] + } + ], + "page": 259, + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Melf's Minute Meteors", + "source": "XGE", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "niter, sulfur, and pine tar formed into a bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd." + ] + } + ], + "page": 161, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ] + }, + { + "name": "Mending", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two lodestones" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.", + "This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object." + ], + "page": 259 + }, + { + "name": "Mental Prison", + "source": "XGE", + "level": 6, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends." + ], + "page": 161, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Message", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a short piece of copper wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.", + "You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings." + ], + "page": 259, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Meteor Swarm", + "level": 9, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.", + "The spell damages objects in the area and ignites flammable objects that aren't being worn or carried." + ], + "page": 259, + "damageInflict": [ + "bludgeoning", + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Mighty Fortress", + "source": "XGE", + "level": 8, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 500 gp, which the spell consumes", + "cost": 500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.", + "The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.", + "A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.", + "A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.", + "The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.", + "After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.", + "Casting this spell on the same spot once every 7 days for a year makes the fortress permanent." + ], + "page": 161, + "damageInflict": [ + "psychic" + ], + "damageImmune": [ + "poison", + "psychic" + ], + "permanentEffects": true + }, + { + "name": "Mind Blank", + "level": 8, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target." + ], + "page": 259, + "damageInflict": [ + "psychic" + ], + "damageImmune": [ + "psychic" + ] + }, + { + "name": "Mind Spike", + "source": "XGE", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 162, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Minor Illusion", + "level": 0, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Cloud" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.", + "If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.", + "If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.", + "If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature." + ], + "page": 260, + "opposedCheck": [ + "intelligence" + ], + "races": [ + { + "name": "Elf (Eladrin)", + "source": "UAEladrinAndGith", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Gnome (Forest)", + "source": "PHB", + "baseName": "Gnome", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Glasya)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Mirage Arcane", + "level": 7, + "school": "Illusion", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.", + "Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.", + "The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.", + "Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion." + ], + "page": 260 + }, + { + "name": "Mirror Image", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.", + "Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.", + "If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.", + "A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.", + "A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight." + ], + "page": 260, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Mislead", + "level": 5, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.", + "You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.", + "You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings." + ], + "page": 260, + "conditionInflict": [ + "blinded", + "deafened", + "invisible" + ] + }, + { + "name": "Misty Step", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see." + ], + "page": 260, + "races": [ + { + "name": "Elf (Eladrin; DMG)", + "source": "DMG", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Gith (Githyanki)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githyanki)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + } + ] + }, + { + "name": "Modify Memory", + "level": 5, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.", + "While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.", + "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.", + "A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.", + "A remove curse or greater restoration spell cast on the target restores the creature's true memory." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level)." + ] + } + ], + "page": 261, + "savingThrow": [ + "wisdom" + ], + "permanentEffects": true, + "conditionInflict": [ + "charmed", + "incapacitated" + ] + }, + { + "name": "Mold Earth", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", + { + "type": "list", + "items": [ + "If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.", + "You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.", + "If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour." + ] + }, + "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "page": 162, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ] + }, + { + "name": "Moonbeam", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "several seeds of any moonseed plant and a piece of opalescent feldspar" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.", + "A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.", + "On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd." + ] + } + ], + "page": 261, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Mordenkainen's Faithful Hound", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny silver whistle, a piece of bone, and a thread" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.", + "The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.", + "At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage." + ], + "page": 261, + "damageInflict": [ + "piercing" + ] + }, + { + "name": "Mordenkainen's Magnificent Mansion", + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp", + "cost": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.", + "Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.", + "You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance." + ], + "page": 261 + }, + { + "name": "Mordenkainen's Private Sanctum", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ] + }, + "source": "PHB", + "entries": [ + "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.", + "When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:", + { + "type": "list", + "items": [ + "Sound can't pass through the barrier at the edge of the warded area.", + "The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.", + "Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.", + "Creatures in the area can't be targeted by divination spells.", + "Nothing can teleport into or out of the warded area.", + "Planar travel is blocked within the warded area." + ] + }, + "Casting this spell on the same spot every day for a year makes this effect permanent." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level." + ] + } + ], + "page": 262, + "permanentEffects": true + }, + { + "name": "Mordenkainen's Sword", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp", + "cost": 250 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.", + "When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one." + ], + "page": 262, + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Move Earth", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an iron blade and a small bag containing a mixture of soils—clay, loam, and sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 2 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.", + "At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.", + "Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.", + "This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.", + "Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it." + ], + "page": 263 + }, + { + "name": "Negative Energy Flood", + "source": "XGE", + "level": 5, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a broken bone and a square of black silk" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.", + "If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points." + ], + "page": 163, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Nondetection", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors." + ], + "page": 263 + }, + { + "name": "Nystul's Magic Aura", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small square of silk" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.", + "When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.", + { + "type": "entries", + "name": "False Aura", + "entries": [ + "You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item." + ] + }, + { + "type": "entries", + "name": "Mask", + "entries": [ + "You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment." + ] + } + ], + "page": 263, + "permanentEffects": true + }, + { + "name": "Otiluke's Freezing Sphere", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal sphere" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.", + "If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.", + "You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th." + ] + } + ], + "page": 263, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "opposedCheck": [ + "strength" + ] + }, + { + "name": "Otiluke's Resilient Sphere", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.", + "Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.", + "The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.", + "A disintegrate spell targeting the globe destroys it without harming anything inside it." + ], + "page": 264, + "damageImmune": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Otto's Irresistible Dance", + "level": 6, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.", + "A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends." + ], + "page": 264, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Pass without Trace", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "ashes from a burned leaf of mistletoe and a sprig of spruce" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Grassland" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage." + ], + "page": 264, + "races": [ + { + "name": "Genasi (Earth)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + } + ] + }, + { + "name": "Passwall", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sesame seeds" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Treachery (UA)", + "source": "UAPaladin" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.", + "When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell." + ], + "page": 264 + }, + { + "name": "Phantasmal Force", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.", + "The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.", + "The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.", + "While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.", + "An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion." + ], + "page": 264, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Phantasmal Killer", + "level": 4, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th." + ] + } + ], + "page": 265, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Phantom Steed", + "level": 3, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.", + "For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage." + ], + "page": 265 + }, + { + "name": "Planar Ally", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).", + "When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.", + "Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.", + "As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.", + "After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", + "A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded." + ], + "page": 265 + }, + { + "name": "Planar Binding", + "level": 5, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jewel worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.", + "A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot." + ] + } + ], + "page": 265, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Plane Shift", + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence", + "cost": 250 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.", + "Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", + "You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence." + ], + "page": 266, + "savingThrow": [ + "charisma" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Plant Growth", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + }, + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.", + "If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.", + "You can exclude one or more areas of any size within the spell's area from being affected.", + "If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested." + ], + "page": 266 + }, + { + "name": "Poison Spray", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.", + "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)." + ], + "page": 266, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "scalingEffects": true, + "races": [ + { + "name": "Yuan-ti Pureblood", + "source": "VGM" + } + ] + }, + { + "name": "Polymorph", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a caterpillar cocoon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Trickery", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.", + "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.", + "The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.", + "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment." + ], + "page": 266, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Power Word Heal", + "level": 9, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs." + ], + "page": 266, + "isHeal": true + }, + { + "name": "Power Word Kill", + "level": 9, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect." + ], + "page": 266 + }, + { + "name": "Power Word Pain", + "source": "XGE", + "level": 7, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.", + "While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.", + "A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends." + ], + "page": 163, + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Power Word Stun", + "level": 8, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.", + "The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends." + ], + "page": 267, + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "stunned" + ] + }, + { + "name": "Prayer of Healing", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 267, + "isHeal": true + }, + { + "name": "Prestidigitation", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Archer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:", + { + "type": "list", + "items": [ + "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.", + "You instantaneously light or snuff out a candle, a torch, or a small campfire.", + "You instantaneously clean or soil an object no larger than 1 cubic foot.", + "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.", + "You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.", + "You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn." + ] + }, + "If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "page": 267, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Primal Savagery", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.", + "The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." + ], + "page": 163, + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "M" + ], + "scalingEffects": true + }, + { + "name": "Primordial Ward", + "source": "XGE", + "level": 6, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.", + "When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends." + ], + "page": 163, + "damageInflict": [ + "thunder" + ], + "damageImmune": [ + "acid", + "cold", + "fire", + "lightning" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ] + }, + { + "name": "Prismatic Spray", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.", + { + "type": "entries", + "name": "1-Red", + "entries": [ + "The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "2-Orange", + "entries": [ + "The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "3-Yellow", + "entries": [ + "The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "4-Green", + "entries": [ + "The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "5-Blue", + "entries": [ + "The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "6-Indigo", + "entries": [ + "On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind." + ] + }, + { + "type": "entries", + "name": "7-Violet", + "entries": [ + "On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)" + ] + }, + { + "type": "entries", + "name": "8-Special", + "entries": [ + "The target is struck by two rays. Roll twice more, rerolling any 8." + ] + } + ], + "page": 267, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "savingThrow": [ + "dexterity", + "constitution", + "wisdom" + ], + "permanentEffects": true, + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ] + }, + { + "name": "Prismatic Wall", + "level": 9, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.", + "The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.", + "The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.", + "The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.", + { + "type": "entries", + "name": "Red", + "entries": [ + "The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it." + ] + }, + { + "type": "entries", + "name": "Orange", + "entries": [ + "The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind." + ] + }, + { + "type": "entries", + "name": "Yellow", + "entries": [ + "The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it." + ] + }, + { + "type": "entries", + "name": "Green", + "entries": [ + "The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer." + ] + }, + { + "type": "entries", + "name": "Blue", + "entries": [ + "The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it." + ] + }, + { + "type": "entries", + "name": "Indigo", + "entries": [ + "On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.", + "While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level." + ] + }, + { + "type": "entries", + "name": "Violet", + "entries": [ + "On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects." + ] + } + ], + "page": 267, + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison" + ], + "savingThrow": [ + "constitution", + "dexterity", + "wisdom" + ], + "permanentEffects": true, + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ] + }, + { + "name": "Produce Flame", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.", + "You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.", + "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 269, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "scalingEffects": true, + "races": [ + { + "name": "Genasi (Fire)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + } + ] + }, + { + "name": "Programmed Illusion", + "level": 6, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a bit of fleece and jade dust worth at least 25 gp", + "cost": 25 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.", + "When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.", + "The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "page": 269, + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Project Image", + "level": 7, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small replica of you made from materials worth at least 5 gp", + "cost": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.", + "You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.", + "You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "page": 270, + "opposedCheck": [ + "intelligence" + ], + "conditionInflict": [ + "blinded", + "deafened" + ] + }, + { + "name": "Protection from Energy", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder." + ], + "page": 270, + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ] + }, + { + "name": "Protection from Evil and Good", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "holy water or powdered silver and iron, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.", + "The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect." + ], + "page": 270 + }, + { + "name": "Protection from Poison", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.", + "For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage." + ], + "page": 270, + "damageResist": [ + "poison" + ] + }, + { + "name": "Psychic Scream", + "source": "XGE", + "level": 9, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.", + "Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.", + "A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends." + ], + "page": 163, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "conditionInflict": [ + "stunned" + ] + }, + { + "name": "Purify Food and Drink", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease." + ], + "page": 270 + }, + { + "name": "Pyrotechnics", + "source": "XGE", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.", + { + "type": "entries", + "name": "Fireworks", + "entries": [ + "The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Smoke", + "entries": [ + "Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it." + ] + } + ], + "page": 163, + "savingThrow": [ + "constitution" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Raise Dead", + "level": 5, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 500 gp, which the spell consumes", + "cost": 500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.", + "This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.", + "This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.", + "Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears." + ], + "page": 270, + "isHeal": true + }, + { + "name": "Rary's Telepathic Bond", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "pieces of eggshell from two different kinds of creatures" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.", + "Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence." + ], + "page": 270 + }, + { + "name": "Ray of Enfeeblement", + "level": 2, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.", + "At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends." + ], + "page": 271, + "savingThrow": [ + "constitution" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Ray of Frost", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Frost" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.", + "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 271, + "damageInflict": [ + "cold" + ], + "spellAttack": [ + "R" + ], + "scalingEffects": true, + "races": [ + { + "name": "Tiefling (Levistus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Levistus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Ray of Sickness", + "level": 1, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st." + ] + } + ], + "page": 271, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "spellAttack": [ + "R" + ], + "races": [ + { + "name": "Tiefling (Baalzebul)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Baalzebul)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Regenerate", + "level": 7, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a prayer wheel and holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).", + "The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump." + ], + "page": 271, + "isHeal": true + }, + { + "name": "Reincarnate", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "rare oils and unguents worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.", + "The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the reincarnation table to determine what form the creature takes when restored to life, or the DM chooses a form.", + "The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly." + ], + "page": 271 + }, + { + "name": "Remove Curse", + "level": 3, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded." + ], + "page": 271 + }, + { + "name": "Resistance", + "level": 0, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature cloak" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Stone" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends." + ], + "page": 272 + }, + { + "name": "Resurrection", + "level": 7, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.", + "This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.", + "This spell closes all mortal wounds and restores any missing body parts.", + "Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", + "Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws." + ], + "page": 272, + "isHeal": true + }, + { + "name": "Reverse Gravity", + "level": 7, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.", + "If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.", + "At the end of the duration, affected objects and creatures fall back down." + ], + "page": 272, + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Revivify", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamonds worth 300 gp, which the spell consumes", + "cost": 300, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts." + ], + "page": 272, + "isHeal": true + }, + { + "name": "Rope Trick", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered corn extract and a twisted loop of parchment" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UATheRangerRevised" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.", + "The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.", + "Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.", + "Anything inside the extradimensional space drops out when the spell ends." + ], + "page": 272 + }, + { + "name": "Sacred Flame", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying Light (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.", + "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 272, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "scalingEffects": true + }, + { + "name": "Sanctuary", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small silver mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.", + "If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends." + ], + "page": 272, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Scatter", + "source": "XGE", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor." + ], + "page": 164, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Scorching Ray", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.", + "Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd." + ] + } + ], + "page": 273, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Scrying", + "level": 5, + "school": "Divination", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water", + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Vengeance", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.", + "On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", + "On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.", + "Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move." + ], + "page": 273, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Searing Smite", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st." + ] + } + ], + "page": 274, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "races": [ + { + "name": "Tiefling (Zariel)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Zariel)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "See Invisibility", + "level": 2, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of Talc and a small sprinkling of powdered silver" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent." + ], + "page": 274 + }, + { + "name": "Seeming", + "level": 5, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UALightDarkUnderdark" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Deep Stalker (UA)", + "source": "UATheRangerRevised" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Gloom Stalker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.", + "The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", + "A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised." + ], + "page": 274, + "savingThrow": [ + "charisma" + ], + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Sending", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a short piece of fine copper wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Seeker (UA)", + "source": "UATheFaithful" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.", + "You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive." + ], + "page": 274 + }, + { + "name": "Sequester", + "level": 7, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.", + "If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.", + "You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage." + ], + "page": 274, + "conditionInflict": [ + "invisible" + ] + }, + { + "name": "Shadow Blade", + "source": "XGE", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.", + "If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8." + ] + } + ], + "page": 164, + "damageInflict": [ + "psychic" + ] + }, + { + "name": "Shadow of Moil", + "source": "XGE", + "level": 4, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an undead eyeball encased in a gem worth at least 150 gp", + "cost": 150 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.", + "Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage." + ], + "page": 164, + "damageInflict": [ + "necrotic" + ], + "damageResist": [ + "radiant" + ] + }, + { + "name": "Shape Water", + "source": "XGE", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", + { + "type": "list", + "items": [ + "You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.", + "You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.", + "You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.", + "You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour." + ] + }, + "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "page": 164, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ], + "races": [ + { + "name": "Genasi (Water)", + "source": "EEPC", + "baseName": "Genasi", + "baseSource": "EEPC" + } + ] + }, + { + "name": "Shapechange", + "level": 9, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell", + "cost": 1500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.", + "Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.", + "You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.", + "You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.", + "When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.", + "During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value." + ], + "page": 274 + }, + { + "name": "Shatter", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a chip of mica" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.", + "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." + ] + } + ], + "page": 275, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Shield", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you are hit by an attack or targeted by the magic missile spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + } + ] + }, + "source": "PHB", + "entries": [ + "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile." + ], + "page": 275, + "races": [ + { + "name": "Gith (Githzerai)", + "source": "UAEladrinAndGith", + "baseName": "Gith", + "baseSource": "UAEladrinAndGith" + }, + { + "name": "Gith (Githzerai)", + "source": "MTF", + "baseName": "Gith", + "baseSource": "MTF" + } + ] + }, + { + "name": "Shield of Faith", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small parchment with a bit of holy text written on it" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration." + ], + "page": 275 + }, + { + "name": "Shillelagh", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "mistletoe, a shamrock leaf, and a club or quarterstaff" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Hill" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon." + ], + "page": 275 + }, + { + "name": "Shocking Grasp", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Storm" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.", + "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)." + ], + "page": 275, + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "M" + ], + "scalingEffects": true + }, + { + "name": "Sickening Radiance", + "source": "XGE", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.", + "When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends." + ], + "page": 164, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "exhaustion" + ] + }, + { + "name": "Silence", + "level": 2, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there." + ], + "page": 275, + "conditionInflict": [ + "deafened" + ] + }, + { + "name": "Silent Image", + "level": 1, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.", + "You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image." + ], + "page": 276, + "opposedCheck": [ + "intelligence" + ] + }, + { + "name": "Simulacrum", + "level": 7, + "school": "Illusion", + "time": [ + { + "number": 12, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell", + "cost": 1500, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.", + "The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.", + "If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.", + "If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed." + ], + "page": 276 + }, + { + "name": "Skill Empowerment", + "source": "XGE", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.", + "You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus." + ], + "page": 165 + }, + { + "name": "Skywrite", + "source": "XGE", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "meta": { + "ritual": true + }, + "entries": [ + "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early." + ], + "page": 165, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ] + }, + { + "name": "Sleep", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of fine sand, rose petals, or a cricket" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Archfey", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).", + "Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", + "Undead and creatures immune to being charmed aren't affected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st." + ] + } + ], + "page": 276, + "conditionInflict": [ + "unconscious" + ] + }, + { + "name": "Sleet Storm", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust and a few drops of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.", + "The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.", + "If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration." + ], + "page": 276, + "savingThrow": [ + "dexterity", + "constitution" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Slow", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of molasses" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Order (UA)", + "source": "UAOrderDomain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.", + "An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", + "If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.", + "A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it." + ], + "page": 277, + "savingThrow": [ + "wisdom", + "dexterity" + ] + }, + { + "name": "Snare", + "source": "XGE", + "level": 1, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "25 feet of rope, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.", + "This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.", + "The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.", + "A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.", + "After the trap is triggered, the spell ends when no creature is restrained by it." + ], + "page": 165, + "savingThrow": [ + "dexterity" + ], + "opposedCheck": [ + "intelligence" + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Snilloc's Snowball Swarm", + "source": "XGE", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of ice or a small white rock chip" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd." + ] + } + ], + "page": 165, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ] + }, + { + "name": "Soul Cage", + "source": "XGE", + "level": 6, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a humanoid you can see within 60 feet of you dies" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a tiny silver cage worth 100 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.", + { + "type": "entries", + "name": "Steal Life", + "entries": [ + "You can use a bonus action to drain vigor from the soul and regain 2d8 hit points." + ] + }, + { + "type": "entries", + "name": "Query Soul", + "entries": [ + "You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic." + ] + }, + { + "type": "entries", + "name": "Borrow Experience", + "entries": [ + "You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost." + ] + }, + { + "type": "entries", + "name": "Eyes of the Dead", + "entries": [ + "You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses." + ] + }, + "A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged." + ], + "page": 165, + "isHeal": true + }, + { + "name": "Spare the Dying", + "level": 0, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs." + ], + "page": 277, + "races": [ + { + "name": "Elf (Shadar-kai)", + "source": "UAElfSubraces", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Speak with Animals", + "level": 1, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Barbarian", + "source": "PHB" + }, + "subclass": { + "name": "Totem Warrior", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion." + ], + "page": 277 + }, + { + "name": "Speak with Dead", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Undying", + "source": "SCAG" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.", + "Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events." + ], + "page": 277 + }, + { + "name": "Speak with Plants", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.", + "You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.", + "Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.", + "If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.", + "This spell can cause the plants created by the entangle spell to release a restrained creature." + ], + "page": 277 + }, + { + "name": "Spider Climb", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of bitumen and a spider" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Forest" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + } + ] + }, + "source": "PHB", + "entries": [ + "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed." + ], + "page": 277, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Spike Growth", + "level": 2, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "seven sharp thorns or seven small twigs, each sharpened to a point" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Arctic" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Stone" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.", + "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it." + ], + "page": 277, + "damageInflict": [ + "piercing" + ], + "opposedCheck": [ + "wisdom" + ] + }, + { + "name": "Spirit Guardians", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.", + "When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd." + ] + } + ], + "page": 278, + "damageInflict": [ + "necrotic", + "radiant" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Spiritual Weapon", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Life", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Raven Queen (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest (UA)", + "source": "UAPaladin" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.", + "As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.", + "The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd." + ] + } + ], + "page": 278, + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Staggering Smite", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn." + ], + "page": 278, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Steel Wind Strike", + "source": "XGE", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a melee weapon worth at least 1 sp" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." + ], + "page": 166, + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Stinking Cloud", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a rotten egg or several skunk cabbage leaves" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.", + "Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.", + "A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round." + ], + "page": 278, + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Stone Shape", + "level": 4, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "soft clay, which must be worked into roughly the desired shape of the stone object" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible." + ], + "page": 278 + }, + { + "name": "Stoneskin", + "level": 4, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth 100 gp, which the spell consumes", + "cost": 100, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "War", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest v2 (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Conquest", + "source": "XGE" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Strength (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage." + ], + "page": 278, + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Storm Sphere", + "source": "XGE", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.", + "Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.", + "Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th." + ] + } + ], + "page": 166, + "damageInflict": [ + "bludgeoning", + "lightning" + ], + "savingThrow": [ + "strength" + ], + "spellAttack": [ + "R" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ] + }, + { + "name": "Storm of Vengeance", + "level": 9, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.", + "Each round you maintain concentration on this spell, the storm produces different effects on your turn.", + { + "type": "entries", + "name": "Round 2", + "entries": [ + "Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage." + ] + }, + { + "type": "entries", + "name": "Round 3", + "entries": [ + "You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Round 4", + "entries": [ + "Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage." + ] + }, + { + "type": "entries", + "name": "Round 5–10", + "entries": [ + "Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical." + ] + } + ], + "page": 279, + "damageInflict": [ + "acid", + "bludgeoning", + "cold", + "lightning", + "thunder" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "conditionInflict": [ + "deafened" + ] + }, + { + "name": "Suggestion", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "a snake's tongue and either a bit of honeycomb or a drop of sweet oil" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Knowledge (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Beauty (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.", + "The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.", + "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.", + "If you or any of your companions damage the target, the spell ends." + ], + "page": 279, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Tiefling (Fierna)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Fierna)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Yuan-ti Pureblood", + "source": "VGM" + } + ] + }, + { + "name": "Summon Greater Demon", + "source": "XGE", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of blood from a humanoid killed within the past 24 hours" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.", + "Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.", + "At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.", + "As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th." + ] + } + ], + "page": 166, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Summon Lesser Demons", + "source": "XGE", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of blood from a humanoid killed within the past 24 hours" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.", + { + "type": "list", + "items": [ + "1-2 - Two demons of challenge rating 1 or lower", + "3-4 - Four demons of challenge rating 1/2 or lower", + "5-6 - Eight demons of challenge rating 1/4 or lower" + ] + }, + "The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.", + "The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.", + "As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons." + ] + } + ], + "page": 167 + }, + { + "name": "Sunbeam", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magnifying glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.", + "You can create a new line of radiance as your action on any turn until the spell ends.", + "For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight." + ], + "page": 279, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Sunburst", + "level": 8, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "fire and a piece of sunstone" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.", + "A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", + "This spell dispels any darkness in its area that was created by a spell." + ], + "page": 279, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Swift Quiver", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a quiver containing at least one piece of ammunition" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.", + "On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends." + ], + "page": 279, + "scalingEffects": true + }, + { + "name": "Sword Burst", + "source": "SCAG", + "level": 0, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.", + "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 143, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "scalingEffects": true + }, + { + "name": "Symbol", + "level": 7, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.", + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.", + "You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.", + "When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.", + { + "type": "entries", + "name": "Death", + "entries": [ + "Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save." + ] + }, + { + "type": "entries", + "name": "Discord", + "entries": [ + "Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able." + ] + }, + { + "type": "entries", + "name": "Hopelessness", + "entries": [ + "Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects." + ] + }, + { + "type": "entries", + "name": "Insanity", + "entries": [ + "Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic." + ] + }, + { + "type": "entries", + "name": "Pain", + "entries": [ + "Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save." + ] + }, + { + "type": "entries", + "name": "Sleep", + "entries": [ + "Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake." + ] + }, + { + "type": "entries", + "name": "Stunning", + "entries": [ + "Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save." + ] + } + ], + "page": 280, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution", + "wisdom", + "charisma", + "intelligence" + ], + "opposedCheck": [ + "intelligence" + ], + "conditionInflict": [ + "frightened", + "incapacitated", + "stunned", + "unconscious" + ] + }, + { + "name": "Synaptic Static", + "source": "XGE", + "level": 5, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.", + "After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "page": 167, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence", + "constitution" + ] + }, + { + "name": "Tasha's Hideous Laughter", + "level": 1, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "tiny tarts and a feather that is waved in the air" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.", + "At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends." + ], + "page": 280, + "savingThrow": [ + "wisdom" + ], + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "incapacitated", + "prone" + ] + }, + { + "name": "Telekinesis", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Great Old One", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.", + { + "type": "entries", + "name": "Creature", + "entries": [ + "You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air." + ] + }, + "On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.", + { + "type": "entries", + "name": "Object", + "entries": [ + "You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell." + ] + }, + "If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.", + "You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial." + ], + "page": 280, + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Telepathy", + "level": 8, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pair of linked silver rings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.", + "Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it." + ], + "page": 281 + }, + { + "name": "Teleport", + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.", + "The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.", + "\nTeleportation:", + { + "type": "list", + "items": [ + "Permanent circle | - | - | - | 01-100", + "Associated object | - | - | - | 01-100", + "Very familiar | 01-05 | 06-13 | 14-24 | 25-100", + "Seen casually | 01-33 | 34-43 | 44-53 | 54-100", + "Viewed once | 01-43 | 44-53 | 54-73 | 74-100", + "Description | 01-43 | 44-53 | 54-73 | 74-100", + "False destination | 01-50 | 51-100 | - | -" + ] + }, + { + "type": "entries", + "name": "Familiarity", + "entries": [ + "\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb." + ] + }, + "\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.", + "\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.", + { + "type": "entries", + "name": "On Target", + "entries": [ + "You and your group (or the target object) appear where you want to." + ] + }, + { + "type": "entries", + "name": "Off Target", + "entries": [ + "You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble." + ] + }, + { + "type": "entries", + "name": "Similar Area", + "entries": [ + "You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane." + ] + }, + { + "type": "entries", + "name": "Mishap", + "entries": [ + "The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)." + ] + } + ], + "page": 281, + "permanentEffects": true + }, + { + "name": "Teleportation Circle", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes", + "cost": 50, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Arcana", + "source": "SCAG" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker (UA)", + "source": "UARangerAndRogue" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Horizon Walker", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.", + "Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.", + "You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way." + ], + "page": 282, + "permanentEffects": true + }, + { + "name": "Temple of the Gods", + "source": "XGE", + "level": 7, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a holy symbol worth at least 5 gp", + "cost": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.", + "You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.", + "The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.", + "The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.", + "In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.", + "Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).", + "The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.", + "Casting this spell on the same spot every day for a year makes this effect permanent." + ], + "page": 167, + "savingThrow": [ + "charisma" + ], + "permanentEffects": true, + "isHeal": true + }, + { + "name": "Tenser's Floating Disk", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.", + "The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.", + "If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends." + ], + "page": 282, + "races": [ + { + "name": "Tiefling (Mammon)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Mammon)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Tenser's Transformation", + "source": "XGE", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a few hairs from a bull" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.", + "You have advantage on attack rolls that you make with simple and martial weapons.", + "When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.", + "You have proficiency with all armor, shields, simple weapons, and martial weapons.", + "You have proficiency in Strength and Constitution saving throws.", + "You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks." + ] + }, + "Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion." + ], + "page": 168, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "conditionInflict": [ + "exhaustion" + ] + }, + { + "name": "Thaumaturgy", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:", + { + "type": "list", + "items": [ + "Your voice booms up to three times as loud as normal for 1 minute.", + "You cause flames to flicker, brighten, dim, or change color for 1 minute.", + "You cause harmless tremors in the ground for 1 minute.", + "You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.", + "You instantaneously cause an unlocked door or window to fly open or slam shut.", + "You alter the appearance of your eyes for 1 minute." + ] + }, + "If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action." + ], + "page": 282, + "races": [ + { + "name": "Elf (Shadar-kai)", + "source": "UAElfSubraces", + "baseName": "Elf", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Zariel)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Baalzebul)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling", + "source": "PHB", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Zariel)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Asmodeus)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Baalzebul)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Dispater)", + "source": "MTF", + "baseName": "Tiefling", + "baseSource": "PHB" + }, + { + "name": "Tiefling (Dispater)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Thorn Whip", + "level": 0, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "the stem of a plant with thorns" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.", + "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 282, + "damageInflict": [ + "piercing" + ], + "spellAttack": [ + "M" + ], + "scalingEffects": true + }, + { + "name": "Thunder Step", + "source": "XGE", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.", + "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd." + ] + } + ], + "page": 168, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Thunderclap", + "source": "XGE", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.", + "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 168, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "scalingEffects": true, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ] + }, + { + "name": "Thunderous Smite", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Zeal (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone." + ], + "page": 282, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "strength" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Thunderwave", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Tempest", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Giant Soul (UA)", + "source": "UAGiantSoulSorcerer", + "subSubclass": "Storm" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", + "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st." + ] + } + ], + "page": 282, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Tidal Wave", + "source": "XGE", + "level": 3, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes." + ], + "page": 168, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Time Stop", + "level": 9, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.", + "This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it." + ], + "page": 283 + }, + { + "name": "Tiny Servant", + "source": "XGE", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the tiny servant for its statistics.", + "As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.", + "When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd." + ] + } + ], + "page": 168 + }, + { + "name": "Toll the Dead", + "source": "XGE", + "level": 0, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.", + "The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)." + ], + "page": 169, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "scalingEffects": true + }, + { + "name": "Tongues", + "level": 3, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a small clay model of a ziggurat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says." + ], + "page": 283 + }, + { + "name": "Transmute Rock", + "source": "XGE", + "level": 5, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "clay and water" + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.", + { + "type": "entries", + "name": "Transmute Rock to Mud", + "entries": [ + "Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration." + ] + }, + "The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.", + "If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.", + { + "type": "entries", + "name": "Transmute Mud to Rock", + "entries": [ + "Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage." + ] + } + ], + "page": 169, + "damageImmune": [ + "poison", + "psychic" + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength", + "dexterity" + ], + "opposedCheck": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Transport via Plants", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement." + ], + "page": 283 + }, + { + "name": "Tree Stride", + "level": 5, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Ancients", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.", + "You can use this transportation ability once per round for the duration. You must end each turn outside a tree." + ], + "page": 283 + }, + { + "name": "True Polymorph", + "level": 9, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury, a dollop of gum arabic, and a wisp of smoke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.", + "This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.", + { + "type": "entries", + "name": "Creature into Creature", + "entries": [ + "If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality." + ] + }, + "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.", + "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", + { + "type": "entries", + "name": "Object into Creature", + "entries": [ + "You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement." + ] + }, + "If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.", + { + "type": "entries", + "name": "Creature into Object", + "entries": [ + "If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form." + ] + } + ], + "page": 283, + "savingThrow": [ + "wisdom" + ], + "permanentEffects": true + }, + { + "name": "True Resurrection", + "level": 9, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.", + "This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.", + "The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you." + ], + "page": 284, + "isHeal": true + }, + { + "name": "True Seeing", + "level": 6, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell", + "cost": 25, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet." + ], + "page": 284 + }, + { + "name": "True Strike", + "level": 0, + "school": "Divination", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended." + ], + "page": 284, + "races": [ + { + "name": "Tiefling (Abyssal)", + "source": "UAThatOldBlackMagic", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Tsunami", + "level": 8, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 6 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.", + "When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.", + "At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.", + "A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground." + ], + "page": 284, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "opposedCheck": [ + "strength" + ] + }, + { + "name": "Unseen Servant", + "level": 1, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of string and a bit of wood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.", + "Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.", + "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends." + ], + "page": 284 + }, + { + "name": "Vampiric Touch", + "level": 3, + "school": "Necromancy", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Ambition (PSA)", + "source": "PSA" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Grave", + "source": "XGE" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd." + ] + } + ], + "page": 285, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ], + "isHeal": true + }, + { + "name": "Vicious Mockery", + "level": 0, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.", + "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)." + ], + "page": 285, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "scalingEffects": true, + "races": [ + { + "name": "Tiefling (Variant)", + "source": "SCAG", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ] + }, + { + "name": "Vitriolic Sphere", + "source": "XGE", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of giant slug bile" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th." + ] + } + ], + "page": 170, + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ] + }, + { + "name": "Wall of Fire", + "level": 4, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small piece of phosphorus" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Light", + "source": "PHB" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Fiend", + "source": "PHB" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial (UA)", + "source": "UARevisedClassOptions" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Celestial", + "source": "XGE" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Forge", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.", + "When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.", + "One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th." + ] + } + ], + "page": 285, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Wall of Force", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powder made by crushing a clear gemstone" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Protection (UA)", + "source": "UAClericDivineDomains" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Redemption", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).", + "Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall." + ], + "page": 285, + "damageImmune": [ + "force" + ] + }, + { + "name": "Wall of Ice", + "level": 6, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small piece of quartz" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.", + "If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.", + "The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th." + ] + } + ], + "page": 285, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity", + "constitution" + ] + }, + { + "name": "Wall of Light", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a hand mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.", + "When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", + "A creature that ends its turn in the wall's area takes 4d8 radiant damage.", + "Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th." + ] + } + ], + "page": 170, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "spellAttack": [ + "R" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Wall of Sand", + "source": "XGE", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there." + ], + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Wall of Stone", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small block of granite" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Desert" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Mountain" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.", + "If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.", + "The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.", + "If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.", + "The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.", + "If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends." + ], + "page": 287, + "savingThrow": [ + "dexterity" + ], + "permanentEffects": true + }, + { + "name": "Wall of Thorns", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of thorns" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.", + "When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.", + "A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th." + ] + } + ], + "page": 287, + "damageInflict": [ + "piercing", + "slashing" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Wall of Water", + "source": "XGE", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.", + "Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it." + ], + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + }, + { + "source": "VGM", + "page": 116 + } + ], + "races": [ + { + "name": "Triton", + "source": "VGM" + } + ] + }, + { + "name": "Warding Bond", + "level": 2, + "school": "Abjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration", + "cost": 50 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Solidarity (PSA)", + "source": "PSA" + } + } + ] + }, + "source": "PHB", + "entries": [ + "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.", + "The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action." + ], + "page": 287 + }, + { + "name": "Warding Wind", + "source": "XGE", + "level": 2, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.", + "The wind has the following effects:", + { + "type": "list", + "items": [ + "It deafens you and other creatures in its area.", + "It extinguishes unprotected flames in its area that are torch-sized or smaller.", + "It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "The area is difficult terrain for creatures other than you.", + "The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind." + ] + } + ], + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ] + }, + { + "name": "Water Breathing", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a short reed or piece of straw" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Kraken (Stream)", + "source": "Stream" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration." + ], + "page": 287 + }, + { + "name": "Water Walk", + "level": 3, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cork" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Coast" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Swamp" + } + } + ] + }, + "source": "PHB", + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.", + "If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round." + ], + "page": 287 + }, + { + "name": "Watery Sphere", + "source": "XGE", + "level": 4, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a droplet of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.", + "Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.", + "The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.", + "As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.", + "When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes." + ], + "page": 170, + "savingThrow": [ + "strength" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "conditionInflict": [ + "prone", + "restrained" + ] + }, + { + "name": "Web", + "level": 2, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of spiderweb" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Land", + "source": "PHB", + "subSubclass": "Underdark" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Lolth (Twitter)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.", + "If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.", + "Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.", + "A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.", + "The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire." + ], + "page": 287, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "opposedCheck": [ + "strength" + ], + "races": [ + { + "name": "Tiefling (Mephistopheles)", + "source": "UAFiendishOptions", + "baseName": "Tiefling", + "baseSource": "PHB" + } + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Weird", + "level": 9, + "school": "Illusion", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature." + ], + "page": 288, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Whirlwind", + "source": "XGE", + "level": 7, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "m": "a piece of straw" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.", + "A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.", + "A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction." + ], + "page": 171, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "opposedCheck": [ + "strength", + "dexterity" + ], + "otherSources": [ + { + "source": "EEPC", + "page": 24 + } + ], + "conditionInflict": [ + "restrained" + ] + }, + { + "name": "Wind Walk", + "level": 6, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "fire and holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.", + "If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance." + ], + "page": 288, + "conditionInflict": [ + "incapacitated" + ] + }, + { + "name": "Wind Wall", + "level": 3, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny fan and a feather of exotic origin" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Nature", + "source": "PHB" + } + } + ] + }, + "source": "PHB", + "entries": [ + "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.", + "When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.", + "The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it." + ], + "page": 288, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Wish", + "level": 9, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.", + "The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:", + { + "type": "list", + "items": [ + "You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.", + "You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.", + "You grant up to ten creatures that you can see resistance to a damage type you choose.", + "You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.", + "You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll." + ] + }, + "You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.", + "The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again if you suffer this stress." + ], + "page": 288, + "damageInflict": [ + "necrotic" + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "isHeal": true + }, + { + "name": "Witch Bolt", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a twig from a tree that has been struck by lightning" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st." + ] + } + ], + "page": 289, + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Word of Radiance", + "source": "XGE", + "level": 0, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.", + "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." + ], + "page": 171, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "scalingEffects": true + }, + { + "name": "Word of Recall", + "level": 6, + "school": "Conjuration", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "source": "PHB", + "entries": [ + "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.", + "You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect." + ], + "page": 289 + }, + { + "name": "Wrath of Nature", + "source": "XGE", + "level": 5, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.", + { + "type": "entries", + "name": "Grasses and Undergrowth", + "entries": [ + "Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies." + ] + }, + { + "type": "entries", + "name": "Trees", + "entries": [ + "At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches." + ] + }, + { + "type": "entries", + "name": "Roots and Vines", + "entries": [ + "At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Rocks", + "entries": [ + "As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone." + ] + } + ], + "page": 171, + "damageInflict": [ + "bludgeoning", + "slashing" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "opposedCheck": [ + "strength" + ], + "spellAttack": [ + "R" + ], + "conditionInflict": [ + "prone", + "restrained" + ] + }, + { + "name": "Wrathful Smite", + "level": 1, + "school": "Evocation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade (UA)", + "source": "UAWarlockAndWizard" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "Hexblade", + "source": "XGE" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Stone", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Destruction (Stream)", + "source": "Twitter" + } + } + ] + }, + "source": "PHB", + "entries": [ + "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell." + ], + "page": 289, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "opposedCheck": [ + "wisdom" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Zephyr Strike", + "source": "XGE", + "level": 1, + "school": "Transmutation", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.", + "Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn." + ], + "page": 171, + "damageInflict": [ + "force" + ] + }, + { + "name": "Zone of Truth", + "level": 2, + "school": "Enchantment", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Devotion", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Crown", + "source": "SCAG" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer (UA)", + "source": "UAATrioOfSubclasses" + } + }, + { + "class": { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised" + }, + "subclass": { + "name": "Monster Slayer", + "source": "XGE" + } + } + ] + }, + "source": "PHB", + "entries": [ + "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.", + "An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth." + ], + "page": 289, + "savingThrow": [ + "charisma" + ] + } + ] + } +] \ No newline at end of file diff --git a/readme.md b/readme.md index 4ae6d23..c24b81b 100644 --- a/readme.md +++ b/readme.md @@ -1,3 +1,6 @@ -[dragon](a5ecs://git.merith.xyz/merith-tk/dungeondev/raw/branch/main/dragon.json) + +[Official AIO](a5ecs://git.merith.xyz/merith-tk/dungeondev/raw/branch/main/cs-official.json) + +[Theta-Helios Testing](a5ecs://git.merith.xyz/merith-tk/dungeondev/raw/branch/main/custom/ThetaHelios-Testing.json) https://i.pinimg.com/originals/64/ad/d5/64add58df35a2e54b493f34cb266a7e2.jpg \ No newline at end of file