{"meta":{"category":"classes","count":30,"sourceRepo":"https://github.com/5etools-mirror-3/5etools-src","sourceCommit":"ebd1827660ee61d1a59227d5979a137494dce1c8","generatedAt":"2026-08-28T18:47:44.206Z"},"items":[{"id":"artificer","name":"Artificer","source":"EFA","page":7,"srd":false,"image":"classes/EFA/Artificer.webp","hitDie":"d8","primaryAbility":"Intelligence","savingThrows":"Constitution, Intelligence","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple · Tools: Thieves' Tools, Tinker's Tools, One type of Artisan's Tools of your choice · Skills: choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple","toolProficiencies":"Thieves' Tools, Tinker's Tools, One type of Artisan's Tools of your choice","subclassTitle":"Artificer Subclass","table":{"headers":["Level","Prof. Bonus","Features","Plans Known","Magic Items","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Spellcasting, Tinker's Magic","—","—","2","2","2","-","-","-","-"],["2","+2","Replicate Magic Item","4","2","2","3","2","-","-","-","-"],["3","+2","Artificer Subclass","4","2","2","4","3","-","-","-","-"],["4","+2","Ability Score Improvement","4","2","2","5","3","-","-","-","-"],["5","+3","Subclass feature","4","2","2","6","4","2","-","-","-"],["6","+3","Magic Item Tinker","5","3","2","6","4","2","-","-","-"],["7","+3","Flash of Genius","5","3","2","7","4","3","-","-","-"],["8","+3","Ability Score Improvement","5","3","2","7","4","3","-","-","-"],["9","+4","Subclass feature","5","3","2","9","4","3","2","-","-"],["10","+4","Magic Item Adept","6","4","3","9","4","3","2","-","-"],["11","+4","Spell-Storing Item","6","4","3","10","4","3","3","-","-"],["12","+4","Ability Score Improvement","6","4","3","10","4","3","3","-","-"],["13","+5","-","6","4","3","11","4","3","3","1","-"],["14","+5","Advanced Artifice","7","5","4","11","4","3","3","1","-"],["15","+5","Subclass feature","7","5","4","12","4","3","3","2","-"],["16","+5","Ability Score Improvement","7","5","4","12","4","3","3","2","-"],["17","+6","-","7","5","4","14","4","3","3","3","1"],["18","+6","Magic Item Master","8","6","4","14","4","3","3","3","1"],["19","+6","Epic Boon","8","6","4","15","4","3","3","3","2"],["20","+6","Soul of Artifice","8","6","4","15","4","3","3","3","2"]]},"features":[{"level":1,"name":"Spellcasting","entries":["You have learned how to channel magical energy through objects. See the {@book Player's Handbook|XPHB} for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the {@filter Artificer spell list|spells|class=Artificer} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Tools Required","entries":["You produce your Artificer spells through tools. You can use {@item Thieves' Tools|XPHB}, {@item Tinker's Tools|XPHB}, or another kind of {@item Artisan's Tools|XPHB} with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB}, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an {@i M} component when you cast it)."]},{"type":"entries","name":"Cantrips","entries":["You know two {@filter Artificer cantrips|spells|level=0|class=Artificer} of your choice. {@spell Acid Splash|XPHB} and {@spell Prestidigitation|XPHB} are recommended.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.","When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Artificer spells|spells|level=1|class=Artificer}. {@spell Cure Wounds|XPHB} and {@spell Grease|XPHB} are recommended.","The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional {@filter Artificer spells|spells|class=Artificer} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.","If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Artificer spells."]}]}]},{"level":1,"name":"Tinker's Magic","entries":["You know the {@spell Mending|XPHB} cantrip.","As a {@action Magic|XPHB} action while holding {@item Tinker's Tools|XPHB}, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:",{"type":"list","style":"list-hang","columns":3,"items":["{@item Ball Bearings|XPHB}","{@item Basket|XPHB}","{@item Bedroll|XPHB}","{@item Bell|XPHB}","{@item Blanket|XPHB}","{@item Block and Tackle|XPHB}","{@item Glass Bottle|XPHB|Bottle, Glass}","{@item Bucket|XPHB}","{@item Caltrops|XPHB}","{@item Candle|XPHB}","{@item Crowbar|XPHB}","{@item Flask|XPHB}","{@item Grappling Hook|XPHB}","{@item Hunting Trap|XPHB}","{@item Jug|XPHB}","{@item Lamp|XPHB}","{@item Manacles|XPHB}","{@item Net|XPHB}","{@item Oil|XPHB}","{@item Paper|XPHB}","{@item Parchment|XPHB}","{@item Pole|XPHB}","{@item Pouch|XPHB}","{@item Rope|XPHB}","{@item Sack|XPHB}","{@item Shovel|XPHB}","{@item Iron Spikes|XPHB|Spikes, Iron}","{@item String|XPHB}","{@item Tinderbox|XPHB}","{@item Torch|XPHB}","{@item Vial|XPHB}"]},"See the rules for the item in the {@book Player's Handbook|XPHB}. The item lasts until you finish a {@variantrule Long Rest|XPHB}, at which point it vanishes.","You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":2,"name":"Replicate Magic Item","entries":["You have learned arcane plans that you use to make magic items.",{"type":"entries","entries":[{"type":"entries","name":"Plans Known","entries":["When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the {@book Dungeon Master's Guide|XDMG} for the items' descriptions). {@item Bag of Holding|XDMG}, {@item Cap of Water Breathing|XDMG}, {@item Sending Stones|XDMG}, and {@item +1 Wand of the War Mage|XDMG|Wand of the War Mage} are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.","You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level."]},{"type":"entries","name":"Creating an Item","entries":["When you finish a {@variantrule Long Rest|XPHB}, you can create one or two different magic items if you have {@item Tinker's Tools|XPHB} in hand. Each item is based on one of the plans you know for this feature.","If a created item requires {@variantrule Attunement|XPHB}, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for {@variantrule Attunement|XPHB}.","When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a {@variantrule Long Rest|XPHB} increases. Each item you create must be based on a different plan you know.","You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears."]},{"type":"entries","name":"Duration","entries":["A magic item created by this feature functions as the normal magic item, except its magic isn't permanent; when you die, the magic item vanishes after {@dice 1d4} days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.","If an item that you created with this feature is a container, such as a {@item Bag of Holding|XDMG}, and it vanishes, its contents harmlessly appear in and around its space."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use any Wand or Weapon created by this feature as a {@variantrule Spellcasting Focus|XPHB} in lieu of using a set of {@item Artisan's Tools|XPHB}."]},{"type":"inset","name":"Crafting More Magic Items","entries":["The Replicate Magic Item feature isn't the only way for an Artificer to make magic items. The {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items} provides rules for characters—not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items, Artificers can do it faster than others; each Artificer subclass improves a character's speed at making items of a certain category.","When an Artificer crafts a magic item using the normal rules in the {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items}, the character gains no special connection to that item. Class features that refer to items created by your Replicate Magic Item feature don't apply to items you craft by other means."]},{"caption":"Magic Item Plans (Artificer Level 2+)","type":"table","colLabels":["Magic Item Plan","Attunement"],"colStyles":["col-9","col-3 text-center"],"rows":[["{@item Alchemy Jug|XDMG}","No"],["{@item Bag of Holding|XDMG}","No"],["{@item Cap of Water Breathing|XDMG}","No"],["{@filter Common magic item that isn't a Potion, a Scroll, or cursed|items|source=|type=!potion;!scroll|rarity=common|category=|miscellaneous=!cursed}*","Varies"],["{@item Goggles of Night|XDMG}","No"],["{@item Manifold Tool|EFA}","Yes"],["{@item Repeating Shot|EFA}","Yes"],["{@item Returning Weapon|EFA}","No"],["{@item Rope of Climbing|XDMG}","No"],["{@item Sending Stones|XDMG}","No"],["{@item +1 Shield|XDMG|Shield +1}","No"],["{@item Wand of Magic Detection|XDMG}","No"],["{@item Wand of Secrets|XDMG}","No"],["{@item +1 Wand of the War Mage|XDMG|Wand of the War Mage +1}","Yes"],["{@item +1 Weapon|XDMG|Weapon +1}","No"],["{@item +1 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +1}","No"]],"footnotes":["*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan."]},{"caption":"Magic Item Plans (Artificer Level 6+)","type":"table","colLabels":["Magic Item Plan","Attunement"],"colStyles":["col-9","col-3 text-center"],"rows":[["{@item +1 Armor|XDMG|Armor +1}","No"],["{@item Boots of Elvenkind|XDMG}","No"],["{@item Boots of the Winding Path|EFA}","Yes"],["{@item Cloak of Elvenkind|XDMG}","Yes"],["{@item Cloak of the Manta Ray|XDMG}","Yes"],["{@item Dazzling Weapon|EFA}","Yes"],["{@item Eyes of Charming|XDMG}","Yes"],["{@item Eyes of Minute Seeing|XDMG}","No"],["{@item Gloves of Thievery|XDMG}","No"],["{@item Helm of Awareness|EFA}","No"],["{@item Lantern of Revealing|XDMG}","No"],["{@item Mind Sharpener|EFA}","Yes"],["{@item Necklace of Adaptation|XDMG}","Yes"],["{@item Pipes of Haunting|XDMG}","No"],["{@item Repulsion Shield|EFA}","No"],["{@item Ring of Swimming|XDMG}","No"],["{@item Ring of Water Walking|XDMG}","No"],["{@item Sentinel Shield|XDMG}","No"],["{@item Spell-Refueling Ring|EFA}","Yes"],["{@item Wand of Magic Missiles|XDMG}","No"],["{@item Wand of Web|XDMG}","Yes"],["{@item Weapon of Warning|XDMG}","Yes"]]},{"caption":"Magic Item Plans (Artificer Level 10+)","type":"table","colLabels":["Magic Item Plan","Attunement"],"colStyles":["col-9","col-3 text-center"],"rows":[["{@item Armor of Resistance|XDMG}","Yes"],["{@item Dagger of Venom|XDMG}","No"],["{@item Elven Chain|XDMG}","No"],["{@item Ring of Feather Falling|XDMG}","Yes"],["{@item Ring of Jumping|XDMG}","Yes"],["{@item Ring of Mind Shielding|XDMG}","Yes"],["{@item +2 Shield|XDMG|Shield, +2}","No"],["{@filter Uncommon Wondrous Item that isn't cursed|items|source=|type=wondrous item|rarity=uncommon|category=|miscellaneous=!cursed}*","Varies"],["{@item +2 Wand of the War Mage|XDMG|Wand of the War Mage, +2}","Yes"],["{@item +2 Weapon|XDMG|Weapon, +2}","No"],["{@item +2 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +2}","No"]],"footnotes":["*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan."]},{"caption":"Magic Item Plans (Artificer Level 14+)","type":"table","colLabels":["Magic Item Plan","Attunement"],"colStyles":["col-9","col-3 text-center"],"rows":[["{@item +2 Armor|XDMG|Armor, +2}","No"],["{@item Arrow-Catching Shield|XDMG}","Yes"],["{@item Flame Tongue|XDMG}","Yes"],["{@filter Rare Wondrous Item that isn't cursed|items|source=|type=wondrous item|rarity=rare|category=|miscellaneous=!cursed}*","Varies"],["{@item Ring of Free Action|XDMG}","Yes"],["{@item Ring of Protection|XDMG}","Yes"],["{@item Ring of the Ram|XDMG}","Yes"]],"footnotes":["*You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan."]}]}]},{"level":3,"name":"Artificer Subclass","entries":["You gain an Artificer subclass of your choice. The {@subclass Alchemist|Artificer|EFA|EFA}, {@subclass Armorer|Artificer|EFA|EFA}, {@subclass Artillerist|Artificer|EFA|EFA}, and {@subclass Battle Smith|Artificer|EFA|EFA}, and {@subclass Cartographer|Artificer|EFA|EFA} subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Artificer level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16."]},{"level":5,"name":"Subclass feature","entries":["You gain a feature from your Artificer Subclass."]},{"level":6,"name":"Magic Item Tinker","entries":["Your {@classFeature Replicate Magic Item|Artificer|EFA|2|EFA} feature gains the following options.",{"type":"entries","entries":[{"type":"entries","name":"Charge Magic Item","entries":["As a {@variantrule Bonus Action|XPHB}, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended."]},{"type":"entries","name":"Drain Magic Item","entries":["As a {@variantrule Bonus Action|XPHB}, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Transmute Magic Item","entries":["As a {@action Magic|XPHB} action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"level":7,"name":"Flash of Genius","entries":["When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a {@variantrule Reaction|XPHB} to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).","You can take this {@variantrule Reaction|XPHB} a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify."]},{"level":9,"name":"Subclass feature","entries":["You gain a feature from your Artificer Subclass."]},{"level":10,"name":"Magic Item Adept","entries":["You can now attune to up to four magic items at once."]},{"level":11,"name":"Spell-Storing Item","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can touch one Simple or Martial weapon or one item that you can use as a {@variantrule Spellcasting Focus|XPHB}, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).","While holding the object, a creature can take a {@action Magic|XPHB} action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires {@status Concentration|XPHB}, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.","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."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify."]},{"level":14,"name":"Advanced Artifice","entries":["You gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Magic Item Savant","entries":["You can now attune to up to five magic items at once."]},{"type":"entries","name":"Refreshed Genius","entries":["When you finish a {@variantrule Short Rest|XPHB}, you regain one expended use of your {@classFeature Flash of Genius|Artificer|EFA|7|EFA} feature."]}]}]},{"level":15,"name":"Subclass feature","entries":["You gain a feature from your Artificer Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify."]},{"level":18,"name":"Magic Item Master","entries":["You can now attune to up to six magic items at once."]},{"level":19,"name":"Epic Boon","entries":["You gain an Epic Boon feat or another feat of your choice for which you qualify. {@feat Boon of Energy Resistance|XPHB} is recommended."]},{"level":20,"name":"Soul of Artifice","entries":["You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Cheat Death","entries":["If you're reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your {@variantrule Hit Points|XPHB} instead change to a number equal to 20 times the number of magic items disintegrated."]},{"type":"entries","name":"Magical Guidance","entries":["When you finish a {@variantrule Short Rest|XPHB}, you regain all expended uses of your {@classFeature Flash of Genius|Artificer|EFA|7|EFA} if you have {@variantrule Attunement|XPHB} to at least one magic item."]}]}]}],"subclasses":[{"name":"Alchemist","source":"EFA","image":"classes/EFA/Alchemist Artificer.webp","gallery":[{"path":"classes/EFA/Alchemist Artificer.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Alchemist","entries":["{@i Craft Magic Elixirs and Potions}","An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Alchemist's Supplies|XPHB} and the {@item Herbalism Kit|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both)."]},{"type":"entries","name":"Potion Crafting","entries":["When you brew a potion using the crafting rules in the {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Alchemist Spells","entries":["When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.",{"caption":"Alchemist Spells","type":"table","page":13,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Healing Word|XPHB}, {@spell Ray of Sickness|XPHB}"],["5","{@spell Flaming Sphere|XPHB}, {@spell Melf's Acid Arrow|XPHB}"],["9","{@spell Gaseous Form|XPHB}, {@spell Mass Healing Word|XPHB}"],["13","{@spell Death Ward|XPHB}, {@spell Vitriolic Sphere|XPHB}"],["17","{@spell Cloudkill|XPHB}, {@spell Raise Dead|XPHB}"]]}]},{"type":"entries","name":"Experimental Elixir","entries":["Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Alchemist's Supplies|XPHB}, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a {@variantrule Long Rest|XPHB}, the elixir and its vial vanish.",{"type":"entries","name":"Drinking an Elixir","entries":["As a {@variantrule Bonus Action|XPHB}, a creature can drink the elixir or administer it to another creature within 5 feet of itself."]},{"type":"entries","name":"Creating Additional Elixirs","entries":["As a {@action Magic|XPHB} action while holding {@item Alchemist's Supplies|XPHB}, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.","When you reach certain Artificer levels, you can make an additional elixir at the end of each {@variantrule Long Rest|XPHB}: a total of three at level 5, four at level 9, and five at level 15."]},{"caption":"Experimental Elixir","type":"table","page":13,"colLabels":["1d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Healing.} The drinker regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your Intelligence modifier. The number of {@variantrule Hit Points|XPHB} restored increases by {@dice 1d8} when you reach Artificer levels 9 ({@dice 3d8}) and 15 ({@dice 4d8})."],["2","{@b Swiftness.} The drinker's {@variantrule Speed|XPHB} increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet)."],["3","{@b Resilience.} The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours)."],["4","{@b Boldness.} The drinker can roll {@dice 1d4} and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour)."],["5","{@b Flight.} The drinker gains a {@variantrule Fly Speed|XPHB} of 10 feet for 10 minutes. The {@variantrule Fly Speed|XPHB} increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet)."],["6","You determine the elixir's effect by choosing one of the other rows in this table."]]}]}]},{"level":5,"name":"Alchemical Savant","entries":["Whenever you cast a spell using your {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}, you gain a bonus to one roll of the spell. That roll must restore {@variantrule Hit Points|XPHB} or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1)."]},{"level":9,"name":"Restorative Reagents","entries":["You can cast {@spell Lesser Restoration|XPHB} without expending a spell slot and without preparing the spell, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. 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 {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Chemical Mastery","entries":["You gain the following benefits.",{"type":"entries","name":"Alchemical Eruption","entries":["When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal {@damage 2d8} Force damage to that target. You can use this benefit only once on each of your turns."]},{"type":"entries","name":"Chemical Resistance","entries":["You gain {@variantrule Resistance|XPHB} to Acid damage and Poison damage. You also gain {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition."]},{"type":"entries","name":"Conjured Cauldron","entries":["You can cast {@spell Tasha's Bubbling Cauldron|XPHB} without expending a spell slot, without preparing the spell, and without Material components, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Alchemist","source":"TCE","image":"classes/TCE/Alchemist Artificer.webp","gallery":[{"path":"classes/TCE/Alchemist Artificer.webp"}],"features":[{"level":3,"name":"Alchemist","entries":["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.",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Alchemist Spells","entries":["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.",{"type":"table","caption":"Alchemist Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell healing word}, {@spell ray of sickness}"],["5th","{@spell flaming sphere}, {@spell Melf's acid arrow}"],["9th","{@spell gaseous form}, {@spell mass healing word}"],["13th","{@spell blight}, {@spell death ward}"],["17th","{@spell cloudkill}, {@spell raise dead}"]]}]},{"type":"entries","name":"Experimental Elixir","entries":["Beginning at 3rd level, whenever you finish a long rest, you can magically produce an {@i 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 {@condition incapacitated} creature.","Creating an {@i experimental elixir} requires you to have {@item alchemist's supplies|PHB} 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 {@i 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.",{"type":"table","caption":"Experimental Elixir","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Healing}. The drinker regains a number of hit points equal to {@dice 2d4} + your Intelligence modifier."],["2","{@b Swiftness}. The drinker's walking speed increases by 10 feet for 1 hour."],["3","{@b Resilience}. The drinker gains a +1 bonus to AC for 10 minutes."],["4","{@b Boldness}. The drinker can roll a {@dice d4} and add the number rolled to every attack roll and saving throw they make for the next minute."],["5","{@b Flight}. The drinker gains a flying speed of 10 feet for 10 minutes."],["6","{@b Transformation}. The drinker's body is transformed as if by the {@spell alter self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes."]]}]}]},{"level":5,"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 {@item alchemist's supplies|PHB} 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":9,"name":"Restorative Reagents","entries":["Starting at 9th level, you can incorporate restorative reagents into some of your works:",{"type":"list","items":["Whenever a creature drinks an {@i experimental elixir} you created, the creature gains temporary hit points equal to {@dice 2d6} + your Intelligence modifier (minimum of 1 temporary hit point).","You can cast {@spell lesser restoration} without expending a spell slot and without preparing the spell, provided you use {@item alchemist's supplies|PHB} 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":15,"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:",{"type":"list","items":["You gain resistance to acid damage and poison damage, and you are immune to the {@condition poisoned} condition.","You can cast {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without material components, provided you use {@item alchemist's supplies|PHB} 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."]}]}]},{"name":"Armorer","source":"EFA","image":"classes/EFA/Armorer Artificer.webp","gallery":[{"path":"classes/EFA/Armorer Artificer.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Armorer","entries":["{@i Craft Magic Armor to Enhance Your Abilities}","An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Armor Training","page":15,"entries":["You gain training with Heavy armor."]},{"type":"entries","name":"Tool Proficiency","page":15,"entries":["You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Armor Crafting","page":15,"entries":["When you craft nonmagical or magic armor, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Armorer Spells","entries":["When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.",{"caption":"Armorer Spells","type":"table","page":15,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Magic Missile|XPHB}, {@spell Thunderwave|XPHB}"],["5","{@spell Mirror Image|XPHB}, {@spell Shatter|XPHB}"],["9","{@spell Hypnotic Pattern|XPHB}, {@spell Lightning Bolt|XPHB}"],["13","{@spell Fire Shield|XPHB}, {@spell Greater Invisibility|XPHB}"],["17","{@spell Passwall|XPHB}, {@spell Wall of Force|XPHB}"]]}]},{"type":"entries","name":"Arcane Armor","entries":["As a {@action Magic|XPHB} action while you have {@item Smith's Tools|XPHB} in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.","You gain the following benefits while wearing your Arcane Armor.",{"type":"entries","name":"No Strength Requirement","entries":["If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you."]},{"type":"entries","name":"Quick Don and Doff","entries":["You can don or doff the armor as a {@action Utilize|XPHB} action. The armor can't be removed against your will."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use the Arcane Armor as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells."]}]},{"type":"entries","name":"Armor Model","entries":["You can customize your Arcane Armor. When you do so, choose one of the following armor models: {@subclassFeature Dreadnaught|Artificer|EFA|Armorer|EFA|3|EFA}, {@subclassFeature Guardian|Artificer|EFA|Armorer|EFA|3|EFA}, or {@subclassFeature Infiltrator|Artificer|EFA|Armorer|EFA|3|EFA}. 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 your Strength or Dexterity modifier, to the attack and damage rolls.","You can change the armor's model whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} if you have {@item Smith's Tools|XPHB} in hand.",{"type":"entries","name":"Dreadnaught","entries":["You design your armor to become a towering juggernaut in battle. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Force Demolisher","entries":["An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the {@itemProperty R|XPHB|Reach} property, and it deals {@damage 1d10} Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself."]},{"type":"item","name":"Giant Stature","entries":["As a {@variantrule Bonus Action|XPHB}, you transform and enlarge your armor for 1 minute. For the duration, 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. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"type":"entries","name":"Guardian","entries":["You design your armor to be in the front line of conflict. It has the following features:",{"type":"item","name":"Thunder Pulse","entries":["You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals {@damage 1d8} Thunder damage on a hit. A creature hit by the pulse has {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you until the start of your next turn."]},{"type":"item","name":"Defensive Field","entries":["While {@status Bloodied|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to gain {@variantrule Temporary Hit Points|XPHB} equal to your Artificer level. You lose these {@variantrule Temporary Hit Points|XPHB} if you doff the armor."]}]},{"type":"entries","name":"Infiltrator","entries":["You customize your armor for subtler undertakings. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Launcher","entries":["A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra {@damage 1d6} Lightning damage to that target."]},{"type":"item","name":"Powered Steps","entries":["Your {@variantrule Speed|XPHB} increases by 5 feet."]},{"type":"item","name":"Dampening Field","entries":["You have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. If the armor imposes {@variantrule Disadvantage|XPHB} on such checks, the {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB} cancel each other, as normal."]}]}]}]}]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":9,"name":"Improved Armorer","entries":["You gain the following benefits.",{"type":"entries","name":"Armor Replication","page":16,"entries":["You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.","In addition, you can create an additional item with that feature, and the item must also be in the Armor category."]},{"type":"entries","name":"Improved Arsenal","page":16,"entries":["You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model."]}]},{"level":15,"name":"Perfected Armor","entries":["Your Arcane Armor gains additional benefits based on its model, as detailed below.",{"type":"entries","name":"Dreadnaught","entries":["The damage die of your Force Demolisher increases to {@damage 2d6} Force damage.","In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws for the duration."]},{"type":"entries","name":"Guardian","entries":["The damage die of your Thunder Pulse increases to {@damage 1d10} Thunder damage.","In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a {@variantrule Reaction|XPHB} to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this {@variantrule Reaction|XPHB}.","You can take this {@variantrule Reaction|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Infiltrator","entries":["The damage die of your Lightning Launcher increases to {@damage 2d6} Lightning damage. 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 {@variantrule Dim Light|XPHB} in a 5-foot radius, and it has {@variantrule Disadvantage|XPHB} on attack rolls against you, as the light jolts it if it attacks you.","Additionally, as a {@variantrule Bonus Action|XPHB}, you can gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. You can take this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Armorer","source":"TCE","image":"classes/TCE/Armorer Artificer.webp","gallery":[{"path":"classes/TCE/Armorer Artificer.webp"}],"features":[{"level":3,"name":"Armorer","entries":["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.",{"type":"entries","name":"Tools of the Trade","entries":["{@i 3rd-level Armorer feature}","You gain proficiency with heavy armor. You also gain proficiency with {@item smith's tools|PHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Armorer Spells","entries":["{@i 3rd-level Armorer feature}","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.",{"type":"table","caption":"Armorer Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell magic missile}, {@spell thunderwave}"],["5th","{@spell mirror image}, {@spell shatter}"],["9th","{@spell hypnotic pattern}, {@spell lightning bolt}"],["13th","{@spell fire shield}, {@spell greater invisibility}"],["17th","{@spell passwall}, {@spell wall of force}"]]}]},{"type":"entries","name":"Arcane Armor","entries":["{@i 3rd-level Armorer feature}","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 {@item smith's tools|PHB} in hand.","You gain the following benefits while wearing this armor:",{"type":"list","items":["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."]}]},{"type":"entries","name":"Armor Model","entries":["{@i 3rd-level Armorer feature}","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 {@item smith's tools|PHB} in hand.",{"type":"entries","entries":[{"type":"entries","name":"Guardian","entries":["You design your armor to be in the front line of conflict. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"refSubclassFeature","subclassFeature":"Thunder Gauntlets|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Defensive Field|Artificer|TCE|Armorer|TCE|3"}]}]},{"type":"entries","name":"Infiltrator","entries":["You customize your armor for subtle undertakings. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"refSubclassFeature","subclassFeature":"Lightning Launcher|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Powered Steps|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Dampening Field|Artificer|TCE|Armorer|TCE|3"}]}]}]}]}]},{"level":5,"name":"Extra Attack","entries":["{@i 5th-level Armorer feature}","You can attack twice, rather than once, whenever you take the {@action Attack} action on your turn."]},{"level":9,"name":"Armor Modifications","entries":["{@i 9th-level Armorer feature}","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."]},{"level":15,"name":"Perfected Armor","entries":["{@i 15th-level Armorer feature}","Your Arcane Armor gains additional benefits based on its model, as shown below.",{"type":"entries","name":"Guardian","entries":["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 it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly 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."]},{"type":"entries","name":"Infiltrator","entries":["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 {@damage 1d6} lightning damage."]}]}]},{"name":"Artillerist","source":"EFA","image":"classes/EFA/Artillerist Artificer.webp","gallery":[{"path":"classes/EFA/Artillerist Artificer.webp","credit":"John Thacker"}],"features":[{"level":3,"name":"Artillerist","entries":["{@i Wield Destructive Power from Afar}","An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Ranged Weaponry","entries":["You gain proficiency with {@filter Martial Ranged weapons|items|type=martial weapon;ranged weapon=sand}."]},{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Woodcarver's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Wand Crafting","entries":["When you craft a magic {@item Wand|XPHB}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Artillerist Spells","entries":["When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.",{"caption":"Artillerist Spells","type":"table","page":16,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Shield|XPHB}, {@spell Thunderwave|XPHB}"],["5","{@spell Scorching Ray|XPHB}, {@spell Shatter|XPHB}"],["9","{@spell Fireball|XPHB}, {@spell Wind Wall|XPHB}"],["13","{@spell Ice Storm|XPHB}, {@spell Wall of Fire|XPHB}"],["17","{@spell Cone of Cold|XPHB}, {@spell Wall of Force|XPHB}"]]}]},{"type":"entries","name":"Eldritch Cannon","entries":["Using {@item Smith's Tools|XPHB} or {@item Woodcarver's Tools|XPHB}, you can take a {@action Magic|XPHB} action to create a Small or Tiny {@object Eldritch Cannon|EFA} in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 {@variantrule Hit Points|XPHB} or after 1 hour. You can dismiss it early as a {@action Magic|XPHB} action.","Once you create a cannon, you can't do so again until you finish a {@variantrule Long Rest|XPHB} or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one."]}]},{"level":5,"name":"Arcane Firearm","entries":["When you finish a {@variantrule Long Rest|XPHB}, you can use {@item Woodcarver's Tools|XPHB} to carve special sigils into a {@item Rod|XPHB}, {@item Staff|XPHB}, {@item Wand|XPHB}, or {@filter Martial Ranged weapon|items|type=martial weapon;ranged weapon=sand} 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 {@variantrule Spellcasting Focus|XPHB} for your Artificer spells. When you cast an Artificer spell through the firearm, roll {@damage 1d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled."]},{"level":9,"name":"Explosive Cannon","entries":["Every {@object Eldritch Cannon|EFA} you create is now more destructive. You gain the following benefits.",{"type":"entries","name":"Detonate","entries":["When your cannon takes damage, you can take a {@variantrule Reaction|XPHB} to 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 {@damage 3d10} Force damage on a failed save or half as much damage on a successful one."]},{"type":"entries","name":"Firepower","entries":["The cannon's damage rolls and the number of {@variantrule Temporary Hit Points|XPHB} granted by Protector increase by {@dice 1d8}."]}]},{"level":15,"name":"Fortified Position","entries":["You're a master at forming well-defended emplacements using your {@object Eldritch Cannon|EFA}. You gain the following benefits.",{"type":"item","name":"Double Firepower","entries":["You can now have two cannons at the same time, and you can create two with the same {@action Magic|XPHB} action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same {@variantrule Bonus Action|XPHB}, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two."]},{"type":"entries","name":"Shimmering Field Projection","entries":["You and your allies have {@variantrule Cover|XPHB|Half Cover} while within 10 feet of your {@object Eldritch Cannon|EFA}."]}]}]},{"name":"Artillerist","source":"TCE","image":"classes/TCE/Artillerist Artificer.webp","gallery":[{"path":"classes/TCE/Artillerist Artificer.webp"}],"features":[{"level":3,"name":"Artillerist","entries":["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.","The 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.\"",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item woodcarver's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Artillerist Spells","entries":["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.",{"type":"table","caption":"Artillerist Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell shield}, {@spell thunderwave}"],["5th","{@spell scorching ray}, {@spell shatter}"],["9th","{@spell fireball}, {@spell wind wall}"],["13th","{@spell ice storm}, {@spell wall of fire}"],["17th","{@spell cone of cold}, {@spell wall of force}"]]}]},{"type":"entries","name":"Eldritch Cannon","entries":["At 3rd level, you learn how to create a magical cannon. Using {@item woodcarver's tools|PHB} or {@item smith's tools|PHB}, 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 and 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 {@spell mending} spell is cast on it, it regains {@dice 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.",{"type":"table","caption":"Eldritch Cannons","colLabels":["Cannon","Activation"],"colStyles":["col-2","col-10"],"rows":[["{@object Eldritch Cannon, Flamethrower|TCE|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 {@damage 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."],["{@object Eldritch Cannon, Force Ballista|TCE|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 {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon."],["{@object Eldritch Cannon, Protector|TCE|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 {@damage 1d8} + your Intelligence modifier (minimum of +1)."]]}]}]},{"level":5,"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 {@item woodcarver's tools|PHB} 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 {@damage d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled."]},{"level":9,"name":"Explosive Cannon","entries":["Starting at 9th level, every eldritch cannon you create is more destructive:",{"type":"list","items":["The cannon's damage rolls all increase by {@damage 1d8}.","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 {@damage 3d8} force damage on a failed save or half as much damage on a successful one."]}]},{"level":15,"name":"Fortified Position","entries":["Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:",{"type":"list","items":["You and your allies have {@quickref Cover||3||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.","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."]}]}]},{"name":"Battle Smith","source":"EFA","image":"classes/EFA/Battle Smith Artificer.webp","gallery":[{"path":"classes/EFA/Battle Smith Artificer.webp","credit":"Michael Broussard"}],"features":[{"level":3,"name":"Battle Smith","entries":["{@i Command a Construct Guardian}","A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a {@creature Steel Defender|EFA}, a protective companion of their own creation.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Weapon Crafting","entries":["When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Battle Smith Spells","entries":["When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.",{"caption":"Battle Smith Spells","type":"table","page":18,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Heroism|XPHB}, {@spell Shield|XPHB}"],["5","{@spell Shining Smite|XPHB}, {@spell Warding Bond|XPHB}"],["9","{@spell Aura of Vitality|XPHB}, {@spell Conjure Barrage|XPHB}"],["13","{@spell Aura of Purity|XPHB}, {@spell Fire Shield|XPHB}"],["17","{@spell Banishing Smite|XPHB}, {@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Battle Ready","entries":["Your combat training and your experiments with magic have paid off in two ways.",{"type":"entries","name":"Arcane Empowerment","entries":["When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls."]},{"type":"entries","name":"Weapon Knowledge","entries":["You gain proficiency with {@filter Martial weapons|items|type=martial weapon}. You can use a weapon with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells."]}]},{"type":"entries","name":"Steel Defender","entries":["Your tinkering has borne you a companion, a {@creature Steel Defender|EFA}. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.","The {@creature Steel Defender|EFA|defender} is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It vanishes if you die.",{"type":"entries","name":"The Defender in Combat","entries":["In combat, the defender acts during your turn. It can move and take its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the defender acts on its own and isn't limited to the {@action Dodge|XPHB} action."]},{"type":"entries","name":"Restoring or Replacing the Defender","page":19,"entries":["If the defender has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can create a new {@creature Steel Defender|EFA|defender} if you have {@item Smith's Tools|XPHB} in hand. If you already have a defender from this feature, the first one vanishes."]}]}]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn. You can forgo one of your attacks when you take the {@action Attack|XPHB} action to command your {@creature Steel Defender|EFA} to take the Force-Empowered Rend action."]},{"level":9,"name":"Arcane Jolt","entries":["When either you hit a target with an attack roll using a magic weapon or your {@creature Steel Defender|EFA} hits a target, you can channel magical energy through the strike to create one of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Destructive Energy","entries":["The target takes an extra {@damage 2d6} Force damage."]},{"type":"item","name":"Restorative Energy","entries":["Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} {@variantrule Hit Points|XPHB} 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 per turn. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Improved Defender","entries":["Your {@subclassFeature Arcane Jolt|Artificer|EFA|Battle Smith|EFA|9|EFA} and {@creature Steel Defender|EFA} have become more powerful, granting these benefits.",{"type":"entries","name":"Improved Jolt","entries":["The extra damage and healing of your Arcane Jolt both increase to {@dice 4d6}."]},{"type":"entries","name":"Improved Deflection","entries":["Whenever your {@creature Steel Defender|EFA} uses its Deflect Attack, the attacker takes Force damage equal to {@dice 1d4} plus your Intelligence modifier."]}]}]},{"name":"Battle Smith","source":"TCE","image":"classes/TCE/Battle Smith Artificer.webp","gallery":[{"path":"classes/TCE/Battle Smith Artificer.webp"}],"features":[{"level":3,"name":"Battle Smith","entries":["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.","Battle 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.",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Battle Smith Spells","entries":["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.",{"type":"table","caption":"Battle Smith Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell heroism}, {@spell shield}"],["5th","{@spell branding smite}, {@spell warding bond}"],["9th","{@spell aura of vitality}, {@spell conjure barrage}"],["13th","{@spell aura of purity}, {@spell fire shield}"],["17th","{@spell banishing smite}, {@spell mass cure wounds}"]]}]},{"type":"entries","name":"Battle Ready","entries":["When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:",{"type":"list","items":["You gain proficiency with {@filter martial weapons|items|type=martial weapon}.","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."]}]},{"type":"entries","name":"Steel Defender","entries":["By 3rd level, your tinkering has borne you a faithful companion, a {@creature steel defender|tce}. 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, which uses your proficiency bonus (PB) in several places. 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 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 {@action 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 {@condition incapacitated}, the defender can take any action of its choice, not just {@action Dodge}.","If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item smith's tools|PHB} 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 {@item smith's tools|PHB} with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die."]}]},{"level":5,"name":"Extra Attack","entries":["Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn."]},{"level":9,"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:",{"type":"list","items":["The target takes an extra {@damage 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 {@dice 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":15,"name":"Improved Defender","entries":["At 15th level, your Arcane Jolt and steel defender become more powerful:",{"type":"list","items":["The extra damage and the healing of your Arcane Jolt both increase to {@damage 4d6}.","Your steel defender gains a +2 bonus to Armor Class.","Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to {@damage 1d4} + your Intelligence modifier."]}]}]},{"name":"Cartographer","source":"EFA","image":"classes/EFA/Cartographer Artificer.webp","gallery":[{"path":"classes/EFA/Cartographer Artificer.webp","credit":"Daarken"}],"features":[{"level":3,"name":"Cartographer","entries":["{@i Chart Advantageous Courses through Turmoil}","Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Calligrapher's Supplies|XPHB} and {@item Cartographer's Tools|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both)."]},{"type":"entries","name":"Scroll Crafting","entries":["When you scribe a {@item Spell Scroll|XDMG} using the crafting rules in the {@book Player's Handbook|PHB}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Cartographer Spells","entries":["When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.",{"caption":"Cartographer Spells","type":"table","page":20,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Faerie Fire|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Healing Word|XPHB}"],["5","{@spell Locate Object|XPHB}, {@spell Mind Spike|XPHB}"],["9","{@spell Call Lightning|XPHB}, {@spell Clairvoyance|XPHB}"],["13","{@spell Banishment|XPHB}, {@spell Locate Creature|XPHB}"],["17","{@spell Scrying|XPHB}, {@spell Teleportation Circle|XPHB}"]]}]},{"type":"entries","name":"Adventurer's Atlas","entries":["Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Cartographer's Tools|XPHB}, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.","While carrying the map, a target gains the following benefits.",{"type":"entries","name":"Awareness","entries":["The target adds {@dice 1d4} to its {@variantrule Initiative|XPHB} rolls."]},{"type":"entries","name":"Positioning","entries":["The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range."]}]},{"type":"entries","name":"Mapping Magic","entries":["You gain the following benefits.",{"type":"entries","name":"Illuminated Cartography","entries":["You can cast {@spell Faerie Fire|XPHB} without expending a spell slot, outlining the affected creatures as if in ink. 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 {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Portal Jump","entries":["On your turn, you can spend an amount of movement equal to half your {@variantrule Speed|XPHB} (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your {@variantrule Speed|XPHB} is 0."]}]}]},{"level":5,"name":"Guided Precision","entries":["Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your {@spell Faerie Fire|XPHB} with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.","In addition, taking damage can't cause you to lose {@status Concentration|XPHB} on {@spell Faerie Fire|XPHB}."]},{"level":9,"name":"Ingenious Movement","entries":["When you use your {@classFeature Flash of Genius|Artificer|EFA|7|EFA}, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same {@variantrule Reaction|XPHB}."]},{"level":15,"name":"Superior Atlas","entries":["Your Adventurer's Atlas improves, gaining the following benefits.",{"type":"entries","name":"Safe Haven","entries":["When a map holder would be reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, that creature can destroy its map. The creature's {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice."]},{"type":"entries","name":"Unerring Path","entries":["If you are one of the map holders for your Adventurer's Atlas, you can cast {@spell Find the Path|XPHB} without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Reanimator","source":"RHW","image":"classes/RHW/Reanimator Artificer.webp","gallery":[{"path":"classes/RHW/Reanimator Artificer.webp","title":"Reanimator Artificer","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Reanimator","entries":["{@i Reassemble Corpses and Raise the Dead}","Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.",{"type":"entries","name":"Reanimator Spells","entries":["When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Reanimator Spells","colLabels":["Artificer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell False Life|XPHB}, {@spell Spare the Dying|XPHB}, {@spell Witch Bolt|XPHB}"],["5","{@spell Blindness/Deafness|XPHB}, {@spell Enhance Ability|XPHB}"],["9","{@spell Animate Dead|XPHB}, {@spell Lightning Bolt|XPHB}"],["13","{@spell Blight|XPHB}, {@spell Death Ward|XPHB}"],["17","{@spell Antilife Shell|XPHB}, {@spell Raise Dead|XPHB}"]]}]},{"type":"entries","name":"Reanimator's Skill Set","entries":["You gain the following benefits.",{"type":"entries","name":"Jolt to Life","entries":["When you cast {@spell Spare the Dying|XPHB}, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains a number of Hit Points equal to your Artificer level, and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Dexterity saving throw against your spell save DC, taking {@damage 2d4} Lightning damage on a failed save or half as much damage on a successful one.","You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest. The Lightning damage of this feature increases by {@dice 1d4} when you reach Artificer levels 11 ({@dice 3d4}) and 17 ({@dice 4d4})."]},{"type":"entries","name":"Reanimator's Tools","entries":["You gain proficiency with {@item Alchemist's Supplies|XPHB}. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice."]}]},{"type":"entries","name":"Reanimated Companion","entries":["Using {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency, you can take a {@action Magic|XPHB} action to create a {@creature Reanimated Companion|RHW} through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion's appearance; your choices don't affect the companion's game statistics.","The companion is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a {@action Magic|XPHB} action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.","Once you create a companion, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present.",{"type":"entries","name":"The Companion in Combat","entries":["In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a Bonus Action to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the companion acts on its own and isn't limited to the Dodge action."]}]}]},{"level":5,"name":"Strange Modifications","entries":["Whenever you create a {@creature Reanimated Companion|RHW}, it gains one of the following options of your choice; choose when you create the companion.",{"type":"entries","name":"Arcane Conduit","entries":["You can cast spells as though you were in the companion's space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy school and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell."]},{"type":"entries","name":"Ferocity","entries":["The damage die of the companion's Dreadful Swipe increases to {@dice 1d6}."]}]},{"level":9,"name":"Improved Reanimation","entries":["The damage of your {@creature Reanimated Companion|RHW|Reanimated Companion's} Death Burst increases to {@dice 4d4}. Necrotic damage dealt by your companion ignores Resistance."]},{"level":9,"name":"Macabre Modifications","entries":["You experiment and alter your companion further. Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains two options for Strange Modifications, instead of one. Additionally, when picking options for Strange Modifications, you can also choose from the following options.",{"type":"entries","name":"Bloated","entries":["The companion becomes Large. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature is pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion's Death Burst."]},{"type":"entries","name":"Gaunt","entries":["The companion's Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the {@condition Frightened|XPHB} condition until the start of its next turn."]},{"type":"entries","name":"Moist","entries":["The companion gains a Swim Speed equal to its Speed, and it can move through a space as narrow as 1 inch without expending extra movement to do so. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of itself, the attacker takes Acid damage equal to your Intelligence modifier."]}]},{"level":15,"name":"Refined Reanimation","entries":["You have mastered the science of revivification, granting you the following benefits.",{"type":"entries","name":"Facilitated Revival","entries":["You can cast {@spell Raise Dead|XPHB} once without expending a spell slot and without Material components, provided you use {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest."]},{"type":"entries","name":"Life Transfer","entries":["You can siphon the animating magic of your {@creature Reanimated Companion|RHW} to bolster yourself. When you or your companion takes damage, you can take a Reaction to gain a number of Hit Points equal to your companion's current Hit Points. The companion then immediately drops to 0 Hit Points and dies (triggering its Death Burst trait)."]},{"type":"entries","name":"Superior Modifications","entries":["Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains three options for Strange Modifications."]}]}]}],"lore":[{"type":"section","page":1,"entries":["Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in this chapter."]}],"gallery":[{"path":"classes/EFA/Artificer.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"artificer-tce","source":"TCE"}]},{"id":"artificer-tce","name":"Artificer","source":"TCE","page":9,"srd":false,"image":"classes/TCE/Artificer.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Constitution, Intelligence","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple, Firearms · Tools: Thieves' tools, Tinker's tools, One type of artisan's tools of your choice · Skills: choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple, Firearms","toolProficiencies":"Thieves' tools, Tinker's tools, One type of artisan's tools of your choice","subclassTitle":"Artificer Specialist","table":{"headers":["Level","Prof. Bonus","Features","Infusions Known","Infused Items","Cantrips Known","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Optional Rule: Firearm Proficiency, Magical Tinkering, Spellcasting","0","0","2","2","-","-","-","-"],["2","+2","Infuse Item","4","2","2","2","-","-","-","-"],["3","+2","Artificer Specialist, The Right Tool for the Job","4","2","2","3","-","-","-","-"],["4","+2","Ability Score Improvement","4","2","2","3","-","-","-","-"],["5","+3","Artificer Specialist Feature","4","2","2","4","2","-","-","-"],["6","+3","Tool Expertise","6","3","2","4","2","-","-","-"],["7","+3","Flash of Genius","6","3","2","4","3","-","-","-"],["8","+3","Ability Score Improvement","6","3","2","4","3","-","-","-"],["9","+4","Artificer Specialist Feature","6","3","2","4","3","2","-","-"],["10","+4","Magic Item Adept","8","4","3","4","3","2","-","-"],["11","+4","Spell-Storing Item","8","4","3","4","3","3","-","-"],["12","+4","Ability Score Improvement","8","4","3","4","3","3","-","-"],["13","+5","-","8","4","3","4","3","3","1","-"],["14","+5","Magic Item Savant","10","5","4","4","3","3","1","-"],["15","+5","Artificer Specialist Feature","10","5","4","4","3","3","2","-"],["16","+5","Ability Score Improvement","10","5","4","4","3","3","2","-"],["17","+6","-","10","5","4","4","3","3","3","1"],["18","+6","Magic Item Master","12","6","4","4","3","3","3","1"],["19","+6","Ability Score Improvement","12","6","4","4","3","3","3","2"],["20","+6","Soul of Artifice","12","6","4","4","3","3","3","2"]]},"features":[{"level":1,"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 {@book chapter 9|DMG|9|Firearms} of the {@book Dungeon Master's Guide|DMG} and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them."]},{"level":1,"name":"Magical Tinkering","entries":["{@i 1st-level artificer feature}","You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:",{"type":"list","items":["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."]},{"level":1,"name":"Spellcasting","entries":["{@i 1st-level artificer feature}","You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.",{"type":"entries","name":"Tools Required","entries":["You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically {@item thieves' tools|phb} or some kind of {@item artisan's tools|phb|artisan's tool}—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See {@book chapter 5|PHB|4}, \"Equipment,\" in the {@book Player's Handbook|PHB} for descriptions of these tools.","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.",{"type":"inset","name":"The Magic of Artifice","entries":["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 {@spell cure wounds} using {@item alchemist's supplies|PHB}, you could be quickly producing a salve. If you cast it using {@item tinker's tools|PHB}, you might have a miniature mechanical spider that binds wounds. When you cast {@spell 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 {@spell cure wounds} with {@spell 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."]}]},{"type":"entries","name":"Cantrips (0-Level Spells)","entries":["At 1st level, you know two cantrips of your choice from the {@filter artificer spell list|spells|level=0|class=Artificer}. 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."]},{"type":"entries","name":"Preparing and Casting Spells","entries":["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 {@filter artificer spell list|spells|class=Artificer}. 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 {@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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]},{"type":"entries","name":"Ritual Casting","entries":["You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared."]}]},{"level":2,"name":"Infuse Item","entries":["{@i 2nd-level artificer feature}","You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.",{"type":"entries","name":"Infusions Known","entries":["When you gain this feature, pick four artificer infusions to learn, choosing from the \"{@filter Artificer Infusions|optionalfeatures|feature type=ai|source=TCE}\" 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."]},{"type":"inset","name":"Artificer Infusions","entries":["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."]},{"type":"entries","name":"Infusing an Item","entries":["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 \"{@book Attunement|DMG|7|Attunement}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}).","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.","If an infusion ends on an item that contains other things, like a {@item bag of holding}, its contents harmlessly appear in and around its space."]}]},{"level":3,"name":"Artificer Specialist","entries":["{@i 3rd-level artificer feature}","Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level."]},{"level":3,"name":"The Right Tool for the Job","entries":["{@i 3rd-level artificer feature}","You've learned how to produce exactly the tool you need: with {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand, you can magically create one set of {@item artisan's tools|PHB} 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."]},{"level":4,"name":"Ability Score Improvement","entries":["{@i 4th-level artificer feature}","When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":5,"name":"Artificer Specialist Feature","entries":["{@i 5th-level artificer feature}","You gain a feature granted by your Artificer Specialist choice."]},{"level":6,"name":"Tool Expertise","entries":["{@i 6th-level artificer feature}","Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool."]},{"level":7,"name":"Flash of Genius","entries":["{@i 7th-level artificer feature}","You've gained 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."]},{"level":8,"name":"Ability Score Improvement","entries":["{@i 8th-level artificer feature}","When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"name":"Artificer Specialist Feature","entries":["{@i 9th-level artificer feature}","You gain a feature granted by your Artificer Specialist choice."]},{"level":10,"name":"Magic Item Adept","entries":["{@i 10th-level artificer feature}","You've achieved a profound understanding of how to use and make magic items:",{"type":"list","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."]}]},{"level":11,"name":"Spell-Storing Item","entries":["{@i 11th-level artificer feature}","You can now store a spell in an object. Whenever you finish a long rest, you can touch one {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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 {@filter artificer spell list|spells|class=Artificer|cast time=action|level=1;2} 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 {@status 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."]},{"level":12,"name":"Ability Score Improvement","entries":["{@i 12th-level artificer feature}","When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Magic Item Savant","entries":["{@i 14th-level artificer feature}","Your skill with magic items deepens:",{"type":"list","items":["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."]}]},{"level":15,"name":"Artificer Specialist Feature","entries":["{@i 15th-level artificer feature}","You gain a feature granted by your Artificer Specialist choice."]},{"level":16,"name":"Ability Score Improvement","entries":["{@i 16th-level artificer feature}","When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":18,"name":"Magic Item Master","entries":["{@i 18th-level artificer feature}","You can now attune to up to six magic items at once."]},{"level":19,"name":"Ability Score Improvement","entries":["{@i 19th-level artificer feature}","When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Soul of Artifice","entries":["{@i 20th-level artificer feature}","You have developed a mystical connection to your magic items, which you can draw on for protection:",{"type":"list","items":["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."]}]}],"subclasses":[{"name":"Alchemist","source":"EFA","image":"classes/EFA/Alchemist Artificer.webp","gallery":[{"path":"classes/EFA/Alchemist Artificer.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Alchemist","entries":["{@i Craft Magic Elixirs and Potions}","An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Alchemist's Supplies|XPHB} and the {@item Herbalism Kit|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both)."]},{"type":"entries","name":"Potion Crafting","entries":["When you brew a potion using the crafting rules in the {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Alchemist Spells","entries":["When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.",{"caption":"Alchemist Spells","type":"table","page":13,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Healing Word|XPHB}, {@spell Ray of Sickness|XPHB}"],["5","{@spell Flaming Sphere|XPHB}, {@spell Melf's Acid Arrow|XPHB}"],["9","{@spell Gaseous Form|XPHB}, {@spell Mass Healing Word|XPHB}"],["13","{@spell Death Ward|XPHB}, {@spell Vitriolic Sphere|XPHB}"],["17","{@spell Cloudkill|XPHB}, {@spell Raise Dead|XPHB}"]]}]},{"type":"entries","name":"Experimental Elixir","entries":["Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Alchemist's Supplies|XPHB}, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a {@variantrule Long Rest|XPHB}, the elixir and its vial vanish.",{"type":"entries","name":"Drinking an Elixir","entries":["As a {@variantrule Bonus Action|XPHB}, a creature can drink the elixir or administer it to another creature within 5 feet of itself."]},{"type":"entries","name":"Creating Additional Elixirs","entries":["As a {@action Magic|XPHB} action while holding {@item Alchemist's Supplies|XPHB}, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.","When you reach certain Artificer levels, you can make an additional elixir at the end of each {@variantrule Long Rest|XPHB}: a total of three at level 5, four at level 9, and five at level 15."]},{"caption":"Experimental Elixir","type":"table","page":13,"colLabels":["1d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Healing.} The drinker regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your Intelligence modifier. The number of {@variantrule Hit Points|XPHB} restored increases by {@dice 1d8} when you reach Artificer levels 9 ({@dice 3d8}) and 15 ({@dice 4d8})."],["2","{@b Swiftness.} The drinker's {@variantrule Speed|XPHB} increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet)."],["3","{@b Resilience.} The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours)."],["4","{@b Boldness.} The drinker can roll {@dice 1d4} and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour)."],["5","{@b Flight.} The drinker gains a {@variantrule Fly Speed|XPHB} of 10 feet for 10 minutes. The {@variantrule Fly Speed|XPHB} increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet)."],["6","You determine the elixir's effect by choosing one of the other rows in this table."]]}]}]},{"level":5,"name":"Alchemical Savant","entries":["Whenever you cast a spell using your {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}, you gain a bonus to one roll of the spell. That roll must restore {@variantrule Hit Points|XPHB} or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1)."]},{"level":9,"name":"Restorative Reagents","entries":["You can cast {@spell Lesser Restoration|XPHB} without expending a spell slot and without preparing the spell, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. 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 {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Chemical Mastery","entries":["You gain the following benefits.",{"type":"entries","name":"Alchemical Eruption","entries":["When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal {@damage 2d8} Force damage to that target. You can use this benefit only once on each of your turns."]},{"type":"entries","name":"Chemical Resistance","entries":["You gain {@variantrule Resistance|XPHB} to Acid damage and Poison damage. You also gain {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition."]},{"type":"entries","name":"Conjured Cauldron","entries":["You can cast {@spell Tasha's Bubbling Cauldron|XPHB} without expending a spell slot, without preparing the spell, and without Material components, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Alchemist","source":"TCE","image":"classes/TCE/Alchemist Artificer.webp","gallery":[{"path":"classes/TCE/Alchemist Artificer.webp"}],"features":[{"level":3,"name":"Alchemist","entries":["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.",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Alchemist Spells","entries":["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.",{"type":"table","caption":"Alchemist Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell healing word}, {@spell ray of sickness}"],["5th","{@spell flaming sphere}, {@spell Melf's acid arrow}"],["9th","{@spell gaseous form}, {@spell mass healing word}"],["13th","{@spell blight}, {@spell death ward}"],["17th","{@spell cloudkill}, {@spell raise dead}"]]}]},{"type":"entries","name":"Experimental Elixir","entries":["Beginning at 3rd level, whenever you finish a long rest, you can magically produce an {@i 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 {@condition incapacitated} creature.","Creating an {@i experimental elixir} requires you to have {@item alchemist's supplies|PHB} 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 {@i 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.",{"type":"table","caption":"Experimental Elixir","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Healing}. The drinker regains a number of hit points equal to {@dice 2d4} + your Intelligence modifier."],["2","{@b Swiftness}. The drinker's walking speed increases by 10 feet for 1 hour."],["3","{@b Resilience}. The drinker gains a +1 bonus to AC for 10 minutes."],["4","{@b Boldness}. The drinker can roll a {@dice d4} and add the number rolled to every attack roll and saving throw they make for the next minute."],["5","{@b Flight}. The drinker gains a flying speed of 10 feet for 10 minutes."],["6","{@b Transformation}. The drinker's body is transformed as if by the {@spell alter self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes."]]}]}]},{"level":5,"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 {@item alchemist's supplies|PHB} 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":9,"name":"Restorative Reagents","entries":["Starting at 9th level, you can incorporate restorative reagents into some of your works:",{"type":"list","items":["Whenever a creature drinks an {@i experimental elixir} you created, the creature gains temporary hit points equal to {@dice 2d6} + your Intelligence modifier (minimum of 1 temporary hit point).","You can cast {@spell lesser restoration} without expending a spell slot and without preparing the spell, provided you use {@item alchemist's supplies|PHB} 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":15,"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:",{"type":"list","items":["You gain resistance to acid damage and poison damage, and you are immune to the {@condition poisoned} condition.","You can cast {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without material components, provided you use {@item alchemist's supplies|PHB} 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."]}]}]},{"name":"Armorer","source":"EFA","image":"classes/EFA/Armorer Artificer.webp","gallery":[{"path":"classes/EFA/Armorer Artificer.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Armorer","entries":["{@i Craft Magic Armor to Enhance Your Abilities}","An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Armor Training","page":15,"entries":["You gain training with Heavy armor."]},{"type":"entries","name":"Tool Proficiency","page":15,"entries":["You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Armor Crafting","page":15,"entries":["When you craft nonmagical or magic armor, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Armorer Spells","entries":["When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.",{"caption":"Armorer Spells","type":"table","page":15,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Magic Missile|XPHB}, {@spell Thunderwave|XPHB}"],["5","{@spell Mirror Image|XPHB}, {@spell Shatter|XPHB}"],["9","{@spell Hypnotic Pattern|XPHB}, {@spell Lightning Bolt|XPHB}"],["13","{@spell Fire Shield|XPHB}, {@spell Greater Invisibility|XPHB}"],["17","{@spell Passwall|XPHB}, {@spell Wall of Force|XPHB}"]]}]},{"type":"entries","name":"Arcane Armor","entries":["As a {@action Magic|XPHB} action while you have {@item Smith's Tools|XPHB} in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.","You gain the following benefits while wearing your Arcane Armor.",{"type":"entries","name":"No Strength Requirement","entries":["If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you."]},{"type":"entries","name":"Quick Don and Doff","entries":["You can don or doff the armor as a {@action Utilize|XPHB} action. The armor can't be removed against your will."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use the Arcane Armor as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells."]}]},{"type":"entries","name":"Armor Model","entries":["You can customize your Arcane Armor. When you do so, choose one of the following armor models: {@subclassFeature Dreadnaught|Artificer|EFA|Armorer|EFA|3|EFA}, {@subclassFeature Guardian|Artificer|EFA|Armorer|EFA|3|EFA}, or {@subclassFeature Infiltrator|Artificer|EFA|Armorer|EFA|3|EFA}. 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 your Strength or Dexterity modifier, to the attack and damage rolls.","You can change the armor's model whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} if you have {@item Smith's Tools|XPHB} in hand.",{"type":"entries","name":"Dreadnaught","entries":["You design your armor to become a towering juggernaut in battle. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Force Demolisher","entries":["An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the {@itemProperty R|XPHB|Reach} property, and it deals {@damage 1d10} Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself."]},{"type":"item","name":"Giant Stature","entries":["As a {@variantrule Bonus Action|XPHB}, you transform and enlarge your armor for 1 minute. For the duration, 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. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"type":"entries","name":"Guardian","entries":["You design your armor to be in the front line of conflict. It has the following features:",{"type":"item","name":"Thunder Pulse","entries":["You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals {@damage 1d8} Thunder damage on a hit. A creature hit by the pulse has {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you until the start of your next turn."]},{"type":"item","name":"Defensive Field","entries":["While {@status Bloodied|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to gain {@variantrule Temporary Hit Points|XPHB} equal to your Artificer level. You lose these {@variantrule Temporary Hit Points|XPHB} if you doff the armor."]}]},{"type":"entries","name":"Infiltrator","entries":["You customize your armor for subtler undertakings. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Launcher","entries":["A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra {@damage 1d6} Lightning damage to that target."]},{"type":"item","name":"Powered Steps","entries":["Your {@variantrule Speed|XPHB} increases by 5 feet."]},{"type":"item","name":"Dampening Field","entries":["You have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. If the armor imposes {@variantrule Disadvantage|XPHB} on such checks, the {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB} cancel each other, as normal."]}]}]}]}]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":9,"name":"Improved Armorer","entries":["You gain the following benefits.",{"type":"entries","name":"Armor Replication","page":16,"entries":["You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.","In addition, you can create an additional item with that feature, and the item must also be in the Armor category."]},{"type":"entries","name":"Improved Arsenal","page":16,"entries":["You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model."]}]},{"level":15,"name":"Perfected Armor","entries":["Your Arcane Armor gains additional benefits based on its model, as detailed below.",{"type":"entries","name":"Dreadnaught","entries":["The damage die of your Force Demolisher increases to {@damage 2d6} Force damage.","In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws for the duration."]},{"type":"entries","name":"Guardian","entries":["The damage die of your Thunder Pulse increases to {@damage 1d10} Thunder damage.","In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a {@variantrule Reaction|XPHB} to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this {@variantrule Reaction|XPHB}.","You can take this {@variantrule Reaction|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Infiltrator","entries":["The damage die of your Lightning Launcher increases to {@damage 2d6} Lightning damage. 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 {@variantrule Dim Light|XPHB} in a 5-foot radius, and it has {@variantrule Disadvantage|XPHB} on attack rolls against you, as the light jolts it if it attacks you.","Additionally, as a {@variantrule Bonus Action|XPHB}, you can gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. You can take this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Armorer","source":"TCE","image":"classes/TCE/Armorer Artificer.webp","gallery":[{"path":"classes/TCE/Armorer Artificer.webp"}],"features":[{"level":3,"name":"Armorer","entries":["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.",{"type":"entries","name":"Tools of the Trade","entries":["{@i 3rd-level Armorer feature}","You gain proficiency with heavy armor. You also gain proficiency with {@item smith's tools|PHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Armorer Spells","entries":["{@i 3rd-level Armorer feature}","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.",{"type":"table","caption":"Armorer Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell magic missile}, {@spell thunderwave}"],["5th","{@spell mirror image}, {@spell shatter}"],["9th","{@spell hypnotic pattern}, {@spell lightning bolt}"],["13th","{@spell fire shield}, {@spell greater invisibility}"],["17th","{@spell passwall}, {@spell wall of force}"]]}]},{"type":"entries","name":"Arcane Armor","entries":["{@i 3rd-level Armorer feature}","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 {@item smith's tools|PHB} in hand.","You gain the following benefits while wearing this armor:",{"type":"list","items":["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."]}]},{"type":"entries","name":"Armor Model","entries":["{@i 3rd-level Armorer feature}","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 {@item smith's tools|PHB} in hand.",{"type":"entries","entries":[{"type":"entries","name":"Guardian","entries":["You design your armor to be in the front line of conflict. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"refSubclassFeature","subclassFeature":"Thunder Gauntlets|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Defensive Field|Artificer|TCE|Armorer|TCE|3"}]}]},{"type":"entries","name":"Infiltrator","entries":["You customize your armor for subtle undertakings. It has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"refSubclassFeature","subclassFeature":"Lightning Launcher|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Powered Steps|Artificer|TCE|Armorer|TCE|3"},{"type":"refSubclassFeature","subclassFeature":"Dampening Field|Artificer|TCE|Armorer|TCE|3"}]}]}]}]}]},{"level":5,"name":"Extra Attack","entries":["{@i 5th-level Armorer feature}","You can attack twice, rather than once, whenever you take the {@action Attack} action on your turn."]},{"level":9,"name":"Armor Modifications","entries":["{@i 9th-level Armorer feature}","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."]},{"level":15,"name":"Perfected Armor","entries":["{@i 15th-level Armorer feature}","Your Arcane Armor gains additional benefits based on its model, as shown below.",{"type":"entries","name":"Guardian","entries":["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 it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly 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."]},{"type":"entries","name":"Infiltrator","entries":["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 {@damage 1d6} lightning damage."]}]}]},{"name":"Artillerist","source":"EFA","image":"classes/EFA/Artillerist Artificer.webp","gallery":[{"path":"classes/EFA/Artillerist Artificer.webp","credit":"John Thacker"}],"features":[{"level":3,"name":"Artillerist","entries":["{@i Wield Destructive Power from Afar}","An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Ranged Weaponry","entries":["You gain proficiency with {@filter Martial Ranged weapons|items|type=martial weapon;ranged weapon=sand}."]},{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Woodcarver's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Wand Crafting","entries":["When you craft a magic {@item Wand|XPHB}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Artillerist Spells","entries":["When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.",{"caption":"Artillerist Spells","type":"table","page":16,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Shield|XPHB}, {@spell Thunderwave|XPHB}"],["5","{@spell Scorching Ray|XPHB}, {@spell Shatter|XPHB}"],["9","{@spell Fireball|XPHB}, {@spell Wind Wall|XPHB}"],["13","{@spell Ice Storm|XPHB}, {@spell Wall of Fire|XPHB}"],["17","{@spell Cone of Cold|XPHB}, {@spell Wall of Force|XPHB}"]]}]},{"type":"entries","name":"Eldritch Cannon","entries":["Using {@item Smith's Tools|XPHB} or {@item Woodcarver's Tools|XPHB}, you can take a {@action Magic|XPHB} action to create a Small or Tiny {@object Eldritch Cannon|EFA} in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 {@variantrule Hit Points|XPHB} or after 1 hour. You can dismiss it early as a {@action Magic|XPHB} action.","Once you create a cannon, you can't do so again until you finish a {@variantrule Long Rest|XPHB} or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one."]}]},{"level":5,"name":"Arcane Firearm","entries":["When you finish a {@variantrule Long Rest|XPHB}, you can use {@item Woodcarver's Tools|XPHB} to carve special sigils into a {@item Rod|XPHB}, {@item Staff|XPHB}, {@item Wand|XPHB}, or {@filter Martial Ranged weapon|items|type=martial weapon;ranged weapon=sand} 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 {@variantrule Spellcasting Focus|XPHB} for your Artificer spells. When you cast an Artificer spell through the firearm, roll {@damage 1d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled."]},{"level":9,"name":"Explosive Cannon","entries":["Every {@object Eldritch Cannon|EFA} you create is now more destructive. You gain the following benefits.",{"type":"entries","name":"Detonate","entries":["When your cannon takes damage, you can take a {@variantrule Reaction|XPHB} to 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 {@damage 3d10} Force damage on a failed save or half as much damage on a successful one."]},{"type":"entries","name":"Firepower","entries":["The cannon's damage rolls and the number of {@variantrule Temporary Hit Points|XPHB} granted by Protector increase by {@dice 1d8}."]}]},{"level":15,"name":"Fortified Position","entries":["You're a master at forming well-defended emplacements using your {@object Eldritch Cannon|EFA}. You gain the following benefits.",{"type":"item","name":"Double Firepower","entries":["You can now have two cannons at the same time, and you can create two with the same {@action Magic|XPHB} action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same {@variantrule Bonus Action|XPHB}, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two."]},{"type":"entries","name":"Shimmering Field Projection","entries":["You and your allies have {@variantrule Cover|XPHB|Half Cover} while within 10 feet of your {@object Eldritch Cannon|EFA}."]}]}]},{"name":"Artillerist","source":"TCE","image":"classes/TCE/Artillerist Artificer.webp","gallery":[{"path":"classes/TCE/Artillerist Artificer.webp"}],"features":[{"level":3,"name":"Artillerist","entries":["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.","The 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.\"",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item woodcarver's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Artillerist Spells","entries":["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.",{"type":"table","caption":"Artillerist Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell shield}, {@spell thunderwave}"],["5th","{@spell scorching ray}, {@spell shatter}"],["9th","{@spell fireball}, {@spell wind wall}"],["13th","{@spell ice storm}, {@spell wall of fire}"],["17th","{@spell cone of cold}, {@spell wall of force}"]]}]},{"type":"entries","name":"Eldritch Cannon","entries":["At 3rd level, you learn how to create a magical cannon. Using {@item woodcarver's tools|PHB} or {@item smith's tools|PHB}, 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 and 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 {@spell mending} spell is cast on it, it regains {@dice 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.",{"type":"table","caption":"Eldritch Cannons","colLabels":["Cannon","Activation"],"colStyles":["col-2","col-10"],"rows":[["{@object Eldritch Cannon, Flamethrower|TCE|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 {@damage 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."],["{@object Eldritch Cannon, Force Ballista|TCE|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 {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon."],["{@object Eldritch Cannon, Protector|TCE|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 {@damage 1d8} + your Intelligence modifier (minimum of +1)."]]}]}]},{"level":5,"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 {@item woodcarver's tools|PHB} 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 {@damage d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled."]},{"level":9,"name":"Explosive Cannon","entries":["Starting at 9th level, every eldritch cannon you create is more destructive:",{"type":"list","items":["The cannon's damage rolls all increase by {@damage 1d8}.","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 {@damage 3d8} force damage on a failed save or half as much damage on a successful one."]}]},{"level":15,"name":"Fortified Position","entries":["Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:",{"type":"list","items":["You and your allies have {@quickref Cover||3||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.","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."]}]}]},{"name":"Battle Smith","source":"EFA","image":"classes/EFA/Battle Smith Artificer.webp","gallery":[{"path":"classes/EFA/Battle Smith Artificer.webp","credit":"Michael Broussard"}],"features":[{"level":3,"name":"Battle Smith","entries":["{@i Command a Construct Guardian}","A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a {@creature Steel Defender|EFA}, a protective companion of their own creation.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice."]},{"type":"entries","name":"Weapon Crafting","entries":["When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Battle Smith Spells","entries":["When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.",{"caption":"Battle Smith Spells","type":"table","page":18,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Heroism|XPHB}, {@spell Shield|XPHB}"],["5","{@spell Shining Smite|XPHB}, {@spell Warding Bond|XPHB}"],["9","{@spell Aura of Vitality|XPHB}, {@spell Conjure Barrage|XPHB}"],["13","{@spell Aura of Purity|XPHB}, {@spell Fire Shield|XPHB}"],["17","{@spell Banishing Smite|XPHB}, {@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Battle Ready","entries":["Your combat training and your experiments with magic have paid off in two ways.",{"type":"entries","name":"Arcane Empowerment","entries":["When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls."]},{"type":"entries","name":"Weapon Knowledge","entries":["You gain proficiency with {@filter Martial weapons|items|type=martial weapon}. You can use a weapon with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells."]}]},{"type":"entries","name":"Steel Defender","entries":["Your tinkering has borne you a companion, a {@creature Steel Defender|EFA}. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.","The {@creature Steel Defender|EFA|defender} is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It vanishes if you die.",{"type":"entries","name":"The Defender in Combat","entries":["In combat, the defender acts during your turn. It can move and take its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the defender acts on its own and isn't limited to the {@action Dodge|XPHB} action."]},{"type":"entries","name":"Restoring or Replacing the Defender","page":19,"entries":["If the defender has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can create a new {@creature Steel Defender|EFA|defender} if you have {@item Smith's Tools|XPHB} in hand. If you already have a defender from this feature, the first one vanishes."]}]}]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn. You can forgo one of your attacks when you take the {@action Attack|XPHB} action to command your {@creature Steel Defender|EFA} to take the Force-Empowered Rend action."]},{"level":9,"name":"Arcane Jolt","entries":["When either you hit a target with an attack roll using a magic weapon or your {@creature Steel Defender|EFA} hits a target, you can channel magical energy through the strike to create one of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Destructive Energy","entries":["The target takes an extra {@damage 2d6} Force damage."]},{"type":"item","name":"Restorative Energy","entries":["Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} {@variantrule Hit Points|XPHB} 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 per turn. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Improved Defender","entries":["Your {@subclassFeature Arcane Jolt|Artificer|EFA|Battle Smith|EFA|9|EFA} and {@creature Steel Defender|EFA} have become more powerful, granting these benefits.",{"type":"entries","name":"Improved Jolt","entries":["The extra damage and healing of your Arcane Jolt both increase to {@dice 4d6}."]},{"type":"entries","name":"Improved Deflection","entries":["Whenever your {@creature Steel Defender|EFA} uses its Deflect Attack, the attacker takes Force damage equal to {@dice 1d4} plus your Intelligence modifier."]}]}]},{"name":"Battle Smith","source":"TCE","image":"classes/TCE/Battle Smith Artificer.webp","gallery":[{"path":"classes/TCE/Battle Smith Artificer.webp"}],"features":[{"level":3,"name":"Battle Smith","entries":["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.","Battle 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.",{"type":"entries","name":"Tool Proficiency","entries":["When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Battle Smith Spells","entries":["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.",{"type":"table","caption":"Battle Smith Spells","colLabels":["Artificer Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell heroism}, {@spell shield}"],["5th","{@spell branding smite}, {@spell warding bond}"],["9th","{@spell aura of vitality}, {@spell conjure barrage}"],["13th","{@spell aura of purity}, {@spell fire shield}"],["17th","{@spell banishing smite}, {@spell mass cure wounds}"]]}]},{"type":"entries","name":"Battle Ready","entries":["When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:",{"type":"list","items":["You gain proficiency with {@filter martial weapons|items|type=martial weapon}.","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."]}]},{"type":"entries","name":"Steel Defender","entries":["By 3rd level, your tinkering has borne you a faithful companion, a {@creature steel defender|tce}. 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, which uses your proficiency bonus (PB) in several places. 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 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 {@action 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 {@condition incapacitated}, the defender can take any action of its choice, not just {@action Dodge}.","If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item smith's tools|PHB} 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 {@item smith's tools|PHB} with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die."]}]},{"level":5,"name":"Extra Attack","entries":["Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn."]},{"level":9,"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:",{"type":"list","items":["The target takes an extra {@damage 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 {@dice 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":15,"name":"Improved Defender","entries":["At 15th level, your Arcane Jolt and steel defender become more powerful:",{"type":"list","items":["The extra damage and the healing of your Arcane Jolt both increase to {@damage 4d6}.","Your steel defender gains a +2 bonus to Armor Class.","Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to {@damage 1d4} + your Intelligence modifier."]}]}]},{"name":"Cartographer","source":"EFA","image":"classes/EFA/Cartographer Artificer.webp","gallery":[{"path":"classes/EFA/Cartographer Artificer.webp","credit":"Daarken"}],"features":[{"level":3,"name":"Cartographer","entries":["{@i Chart Advantageous Courses through Turmoil}","Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.",{"type":"entries","name":"Tools of the Trade","entries":["You gain the following benefits.",{"type":"entries","name":"Tool Proficiency","entries":["You gain proficiency with {@item Calligrapher's Supplies|XPHB} and {@item Cartographer's Tools|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both)."]},{"type":"entries","name":"Scroll Crafting","entries":["When you scribe a {@item Spell Scroll|XDMG} using the crafting rules in the {@book Player's Handbook|PHB}, the amount of time required to craft it is halved."]}]},{"type":"entries","name":"Cartographer Spells","entries":["When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.",{"caption":"Cartographer Spells","type":"table","page":20,"colLabels":["Artificer Level","Spells"],"colStyles":["col-3 text-center","col-9"],"rows":[["3","{@spell Faerie Fire|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Healing Word|XPHB}"],["5","{@spell Locate Object|XPHB}, {@spell Mind Spike|XPHB}"],["9","{@spell Call Lightning|XPHB}, {@spell Clairvoyance|XPHB}"],["13","{@spell Banishment|XPHB}, {@spell Locate Creature|XPHB}"],["17","{@spell Scrying|XPHB}, {@spell Teleportation Circle|XPHB}"]]}]},{"type":"entries","name":"Adventurer's Atlas","entries":["Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Cartographer's Tools|XPHB}, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.","While carrying the map, a target gains the following benefits.",{"type":"entries","name":"Awareness","entries":["The target adds {@dice 1d4} to its {@variantrule Initiative|XPHB} rolls."]},{"type":"entries","name":"Positioning","entries":["The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range."]}]},{"type":"entries","name":"Mapping Magic","entries":["You gain the following benefits.",{"type":"entries","name":"Illuminated Cartography","entries":["You can cast {@spell Faerie Fire|XPHB} without expending a spell slot, outlining the affected creatures as if in ink. 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 {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Portal Jump","entries":["On your turn, you can spend an amount of movement equal to half your {@variantrule Speed|XPHB} (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your {@variantrule Speed|XPHB} is 0."]}]}]},{"level":5,"name":"Guided Precision","entries":["Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your {@spell Faerie Fire|XPHB} with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.","In addition, taking damage can't cause you to lose {@status Concentration|XPHB} on {@spell Faerie Fire|XPHB}."]},{"level":9,"name":"Ingenious Movement","entries":["When you use your {@classFeature Flash of Genius|Artificer|EFA|7|EFA}, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same {@variantrule Reaction|XPHB}."]},{"level":15,"name":"Superior Atlas","entries":["Your Adventurer's Atlas improves, gaining the following benefits.",{"type":"entries","name":"Safe Haven","entries":["When a map holder would be reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, that creature can destroy its map. The creature's {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice."]},{"type":"entries","name":"Unerring Path","entries":["If you are one of the map holders for your Adventurer's Atlas, you can cast {@spell Find the Path|XPHB} without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"name":"Reanimator","source":"RHW","image":"classes/RHW/Reanimator Artificer.webp","gallery":[{"path":"classes/RHW/Reanimator Artificer.webp","title":"Reanimator Artificer","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Reanimator","entries":["{@i Reassemble Corpses and Raise the Dead}","Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.",{"type":"entries","name":"Reanimator Spells","entries":["When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Reanimator Spells","colLabels":["Artificer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell False Life|XPHB}, {@spell Spare the Dying|XPHB}, {@spell Witch Bolt|XPHB}"],["5","{@spell Blindness/Deafness|XPHB}, {@spell Enhance Ability|XPHB}"],["9","{@spell Animate Dead|XPHB}, {@spell Lightning Bolt|XPHB}"],["13","{@spell Blight|XPHB}, {@spell Death Ward|XPHB}"],["17","{@spell Antilife Shell|XPHB}, {@spell Raise Dead|XPHB}"]]}]},{"type":"entries","name":"Reanimator's Skill Set","entries":["You gain the following benefits.",{"type":"entries","name":"Jolt to Life","entries":["When you cast {@spell Spare the Dying|XPHB}, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains a number of Hit Points equal to your Artificer level, and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Dexterity saving throw against your spell save DC, taking {@damage 2d4} Lightning damage on a failed save or half as much damage on a successful one.","You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest. The Lightning damage of this feature increases by {@dice 1d4} when you reach Artificer levels 11 ({@dice 3d4}) and 17 ({@dice 4d4})."]},{"type":"entries","name":"Reanimator's Tools","entries":["You gain proficiency with {@item Alchemist's Supplies|XPHB}. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice."]}]},{"type":"entries","name":"Reanimated Companion","entries":["Using {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency, you can take a {@action Magic|XPHB} action to create a {@creature Reanimated Companion|RHW} through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion's appearance; your choices don't affect the companion's game statistics.","The companion is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a {@action Magic|XPHB} action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.","Once you create a companion, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present.",{"type":"entries","name":"The Companion in Combat","entries":["In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a Bonus Action to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the companion acts on its own and isn't limited to the Dodge action."]}]}]},{"level":5,"name":"Strange Modifications","entries":["Whenever you create a {@creature Reanimated Companion|RHW}, it gains one of the following options of your choice; choose when you create the companion.",{"type":"entries","name":"Arcane Conduit","entries":["You can cast spells as though you were in the companion's space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy school and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell."]},{"type":"entries","name":"Ferocity","entries":["The damage die of the companion's Dreadful Swipe increases to {@dice 1d6}."]}]},{"level":9,"name":"Improved Reanimation","entries":["The damage of your {@creature Reanimated Companion|RHW|Reanimated Companion's} Death Burst increases to {@dice 4d4}. Necrotic damage dealt by your companion ignores Resistance."]},{"level":9,"name":"Macabre Modifications","entries":["You experiment and alter your companion further. Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains two options for Strange Modifications, instead of one. Additionally, when picking options for Strange Modifications, you can also choose from the following options.",{"type":"entries","name":"Bloated","entries":["The companion becomes Large. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature is pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion's Death Burst."]},{"type":"entries","name":"Gaunt","entries":["The companion's Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the {@condition Frightened|XPHB} condition until the start of its next turn."]},{"type":"entries","name":"Moist","entries":["The companion gains a Swim Speed equal to its Speed, and it can move through a space as narrow as 1 inch without expending extra movement to do so. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of itself, the attacker takes Acid damage equal to your Intelligence modifier."]}]},{"level":15,"name":"Refined Reanimation","entries":["You have mastered the science of revivification, granting you the following benefits.",{"type":"entries","name":"Facilitated Revival","entries":["You can cast {@spell Raise Dead|XPHB} once without expending a spell slot and without Material components, provided you use {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest."]},{"type":"entries","name":"Life Transfer","entries":["You can siphon the animating magic of your {@creature Reanimated Companion|RHW} to bolster yourself. When you or your companion takes damage, you can take a Reaction to gain a number of Hit Points equal to your companion's current Hit Points. The companion then immediately drops to 0 Hit Points and dies (triggering its Death Burst trait)."]},{"type":"entries","name":"Superior Modifications","entries":["Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains three options for Strange Modifications."]}]}]}],"lore":[{"name":"Artificer","type":"section","entries":["Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.",{"type":"entries","entries":[{"type":"entries","name":"Artificers in Many Worlds","entries":["Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.","In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.","Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers."]},{"type":"entries","name":"Creating an Artificer","entries":["To create an artificer, consult the subsections which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear below."]},{"type":"quote","entries":["Artificers invent cutting-edge problems, then try to solve them-loudly and often with collateral damage."],"by":"Tasha"},{"type":"entries","name":"Multiclassing and the Artificer","entries":["If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.",{"type":"entries","name":"Ability Score Minimum","entries":["As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer."]},{"type":"entries","name":"Proficiencies Gained","entries":["If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}."]},{"type":"entries","name":"Spell Slots","entries":["Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots."]}]}]}],"source":"TCE"},{"name":"Artificer","type":"section","entries":["Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use {@item alchemist's supplies|PHB} to create a potent elixir, {@item calligrapher's supplies|PHB} to inscribe a sigil of power on an ally's armor, or {@item tinker's tools|PHB} to craft a temporary charm. The magic of artificers is tied to their tools and their talents.",{"type":"entries","name":"Arcane Science","entries":["In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron's most miraculous projects to continue.","During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations."]},{"type":"entries","name":"Seekers of New Lore","entries":["Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs.","This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research."]},{"type":"entries","name":"Creating an Artificer","entries":["When creating an artificer, think about your character's relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the role played by artificers in the campaign and the sort of organizations you might have ties to.",{"type":"inset","name":"Artificers in Other Worlds","entries":["Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds—except, perhaps, by the tinker gnomes of Krynn."]},{"type":"entries","name":"Quick Build","entries":["You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the {@background guild artisan} background."]},{"type":"entries","name":"Optional Rule: Multiclassing","entries":["If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.",{"type":"entries","name":"Ability Score Minimum","entries":["As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer."]},{"type":"entries","name":"Proficiencies Gained","entries":["If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}."]},{"type":"entries","name":"Spell Slots","entries":["Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots."]}]}]}],"source":"ERLW","page":54}],"gallery":[{"path":"classes/TCE/Artificer.webp"}],"hidden":true,"otherVersions":[{"id":"artificer","source":"EFA"}]},{"id":"barbarian","name":"Barbarian","source":"XPHB","page":50,"srd":true,"image":"classes/XPHB/Barbarian.webp","hitDie":"d12","primaryAbility":"Strength","savingThrows":"Strength, Constitution","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple, Martial · Skills: choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Barbarian Subclass","table":{"headers":["Level","Prof. Bonus","Features","Rages","Rage Damage","Weapon Mastery"],"rows":[["1","+2","Rage, Unarmored Defense, Weapon Mastery","2","2","2"],["2","+2","Danger Sense, Reckless Attack","2","2","2"],["3","+2","Barbarian Subclass, Primal Knowledge","3","2","2"],["4","+2","Ability Score Improvement","3","2","3"],["5","+3","Extra Attack, Fast Movement","3","2","3"],["6","+3","Subclass Feature","4","2","3"],["7","+3","Feral Instinct, Instinctive Pounce","4","2","3"],["8","+3","Ability Score Improvement","4","2","3"],["9","+4","Brutal Strike","4","3","3"],["10","+4","Subclass Feature","4","3","4"],["11","+4","Relentless Rage","4","3","4"],["12","+4","Ability Score Improvement","5","3","4"],["13","+5","Improved Brutal Strike","5","3","4"],["14","+5","Subclass Feature","5","3","4"],["15","+5","Persistent Rage","5","3","4"],["16","+5","Ability Score Improvement","5","4","4"],["17","+6","Improved Brutal Strike","6","4","4"],["18","+6","Indomitable Might","6","4","4"],["19","+6","Epic Boon","6","4","4"],["20","+6","Primal Champion","6","4","4"]]},"features":[{"level":1,"name":"Rage","entries":["You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a {@variantrule Bonus Action|XPHB} if you aren't wearing Heavy armor.","You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","While active, your Rage follows the rules below.",{"type":"entries","entries":[{"type":"entries","name":"Damage Resistance","entries":["You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]},{"type":"entries","name":"Rage Damage","entries":["When you make an attack using Strength—with either a weapon or an {@variantrule Unarmed Strike|XPHB}—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table."]},{"type":"entries","name":"Strength Advantage","entries":["You have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws."]},{"type":"entries","name":"No Concentration or Spells","entries":["You can't maintain {@status Concentration|XPHB}, and you can't cast spells."]},{"type":"entries","name":"Duration","entries":["The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the {@condition Incapacitated|XPHB} condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:",{"type":"list","items":["Make an attack roll against an enemy.","Force an enemy to make a saving throw.","Take a {@variantrule Bonus Action|XPHB} to extend your Rage."]}]}]},"Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes."]},{"level":1,"name":"Unarmored Defense","entries":["While you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Constitution modifiers. You can use a {@item Shield|XPHB} and still gain this benefit."]},{"level":1,"name":"Weapon Mastery","entries":["Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter Simple|items|type=simple weapon;melee weapon=sand} or {@filter Martial Melee weapons|items|type=martial weapon;melee weapon=sand} of your choice, such as {@item Greataxe|XPHB|Greataxes} and {@item Handaxe|XPHB|Handaxes}. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.","When you reach certain Barbarian levels, you gain the ability to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table."]},{"level":2,"name":"Danger Sense","entries":["You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have {@variantrule Advantage|XPHB} on Dexterity saving throws unless you have the {@condition Incapacitated|XPHB} condition."]},{"level":2,"name":"Reckless Attack","entries":["You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you {@variantrule Advantage|XPHB} on attack rolls using Strength until the start of your next turn, but attack rolls against you have {@variantrule Advantage|XPHB} during that time."]},{"level":3,"name":"Barbarian Subclass","entries":["You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower."]},{"level":3,"name":"Primal Knowledge","entries":["You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.","In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}, or {@skill Survival|XPHB}. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16."]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":5,"name":"Fast Movement","entries":["Your speed increases by 10 feet while you aren't wearing Heavy armor."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Barbarian subclass."]},{"level":7,"name":"Feral Instinct","entries":["Your instincts are so honed that you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls."]},{"level":7,"name":"Instinctive Pounce","entries":["As part of the {@variantrule Bonus Action|XPHB} you take to enter your Rage, you can move up to half your {@variantrule Speed|XPHB}."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Brutal Strike","entries":["If you use Reckless Attack, you can forgo any {@variantrule Advantage|XPHB} on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have {@variantrule Disadvantage|XPHB}. If the chosen attack roll hits, the target takes an extra {@damage 1d10} damage of the same type dealt by the weapon or {@variantrule Unarmed Strike|XPHB}, and you can cause one Brutal Strike effect of your choice. You have the following effect options.",{"type":"entries","entries":[{"type":"entries","name":"Forceful Blow","entries":["The target is pushed 15 feet straight away from you. You can then move up to half your {@variantrule Speed|XPHB} straight toward the target without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"type":"entries","name":"Hamstring Blow","entries":["The target's {@variantrule Speed|XPHB} is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one."]}]}]},{"level":10,"name":"Subclass Feature","entries":["You gain a feature from your Barbarian subclass."]},{"level":11,"name":"Relentless Rage","entries":["Your Rage can keep you fighting despite grievous wounds. If you drop to 0 {@variantrule Hit Points|XPHB} while your Rage is active and don't die outright, you can make a {@dc 10} Constitution saving throw. If you succeed, your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Barbarian level.","Each time you use this feature after the first, the DC increases by 5. When you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, the DC resets to 10."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Improved Brutal Strike","entries":["You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.",{"type":"entries","entries":[{"type":"entries","name":"Staggering Blow","entries":["The target has {@variantrule Disadvantage|XPHB} on the next saving throw it makes, and it can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of your next turn."]},{"type":"entries","name":"Sundering Blow","entries":["Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus."]}]}]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Barbarian subclass."]},{"level":15,"name":"Persistent Rage","entries":["When you roll {@variantrule Initiative|XPHB}, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the {@condition Unconscious|XPHB} condition (not just the {@condition Incapacitated|XPHB} condition) or don Heavy armor."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Improved Brutal Strike","entries":["The extra damage of your Brutal Strike increases to {@damage 2d10}. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature."]},{"level":18,"name":"Indomitable Might","entries":["If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended."]},{"level":20,"name":"Primal Champion","entries":["You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25."]}],"subclasses":[{"name":"Path of the Ancestral Guardian","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Ancestral Guardian","entries":["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.","Barbarians 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.",{"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":6,"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 {@dice 2d6}.","When you reach certain levels in this class, you can reduce the damage by more: by {@dice 3d6} at 10th level and by {@dice 4d6} at 14th level."]},{"level":10,"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 {@spell augury} or {@spell clairvoyance} spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of {@spell 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":14,"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."]}]},{"name":"Path of the Battlerager","source":"SCAG","features":[{"level":3,"name":"Path of the Battlerager","entries":["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, {@item spiked armor|scag} and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.",{"type":"entries","name":"Restriction—Dwarves Only","entries":["Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.","Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms."]},{"type":"entries","name":"Battlerager Armor","entries":["When you choose this path at 3rd level, you gain the ability to use {@item spiked armor|scag} as a weapon.","While you are wearing {@item spiked armor|scag} 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 {@damage 1d4} piercing damage. You use your Strength modifier for the attack and damage rolls.","Additionally, when you use the {@action Attack} action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds."]}]},{"level":6,"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":10,"name":"Battlerager Charge","entries":["Beginning at 10th level, you can take the {@action Dash} action as a bonus action while you are raging."]},{"level":14,"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 {@condition incapacitated}, and are wearing {@item spiked armor|scag}."]}]},{"name":"Path of the Beast","source":"TCE","image":"classes/TCE/Beast Barbarian.webp","gallery":[{"path":"classes/TCE/Beast Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Beast","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.",{"type":"table","caption":"Origin of the Beast","colLabels":["d4","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["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."]]},{"type":"entries","name":"Form of the Beast","entries":["{@i 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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Bite","entry":"Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals {@damage 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."},{"type":"item","name":"Claws","entry":"Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals {@damage 1d6} slashing damage on a hit. Once on each of your turns when you attack with a claw using the {@action Attack} action, you can make one additional claw attack as part of the same action."},{"type":"item","name":"Tail","entry":"You grow a lashing, spiny tail, which deals {@damage 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 {@dice d8}, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you."}]}]}]},{"level":6,"name":"Bestial Soul","entries":["{@i 6th-level Path of the Beast feature}","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:",{"type":"list","items":["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 ({@skill 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."]}]},{"level":10,"name":"Infectious Fury","entries":["{@i 10th-level Path of the Beast feature}","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):",{"type":"list","items":["The target must use its reaction to make a melee attack against another creature of your choice that you can see.","The target takes {@damage 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."]},{"level":14,"name":"Call the Hunt","entries":["{@i 14th-level Path of the Beast feature}","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 {@dice 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."]}]},{"name":"Path of the Berserker","source":"PHB","features":[{"level":3,"name":"Path of the Berserker","entries":["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.",{"type":"entries","name":"Frenzy","entries":["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 {@condition exhaustion}."]}]},{"level":6,"name":"Mindless Rage","entries":["Beginning at 6th level, you can't be {@condition charmed} or {@condition frightened} while raging. If you are {@condition charmed} or {@condition frightened} when you enter your rage, the effect is suspended for the duration of the rage."]},{"level":10,"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 {@condition 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 {@condition 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":14,"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."]}]},{"name":"Path of the Berserker","source":"XPHB","image":"classes/XPHB/Berserker Barbarian.webp","gallery":[{"path":"classes/XPHB/Berserker Barbarian.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Path of the Berserker","entries":["{@i Channel Rage into Violent Fury}","Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.",{"type":"entries","name":"Frenzy","entries":["If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or {@variantrule Unarmed Strike|XPHB} used for the attack."]}]},{"level":6,"name":"Mindless Rage","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while your Rage is active. If you're {@condition Charmed|XPHB} or {@condition Frightened|XPHB} when you enter your Rage, the condition ends on you."]},{"level":10,"name":"Retaliation","entries":["When you take damage from a creature that is within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to make one melee attack against that creature, using a weapon or an {@variantrule Unarmed Strike|XPHB}."]},{"level":14,"name":"Intimidating Presence","entries":["As a {@variantrule Bonus Action|XPHB}, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must make a Wisdom saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature has the {@condition Frightened|XPHB} condition for 1 minute. At the end of each of the {@condition Frightened|XPHB} creature's turns, the creature repeats the save, ending the effect on itself on a success.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it."]}]},{"name":"Path of the Giant","source":"BGG","image":"classes/BGG/Giant Barbarian.webp","gallery":[{"path":"classes/BGG/Giant Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Giant","entries":["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.",{"type":"entries","name":"Giant Power","entries":["{@i 3rd-Level Path of the Giant Feature}","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 {@spell druidcraft} or {@spell thaumaturgy}. Wisdom is your spellcasting ability for this spell."]},{"type":"entries","name":"Giant's Havoc","entries":["{@i 3rd-Level Path of the Giant Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crushing Throw","entry":"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."},{"type":"item","name":"Giant Stature","entry":"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."}]}]}]},{"level":6,"name":"Elemental Cleaver","entries":["{@i 6th-Level Path of the Giant Feature}","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 {@damage 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."]},{"level":10,"name":"Mighty Impel","entries":["{@i 10th-Level Path of the Giant Feature}","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 {@condition prone}."]},{"level":14,"name":"Demiurgic Colossus","entries":["{@i 14th-Level Path of the Giant Feature}","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 {@dice 2d6}."]}]},{"name":"Path of the Storm Herald","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"},{"path":"classes/XGE/Storm Herald Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Storm Herald","entries":["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.","Storm 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.",{"type":"entries","name":"Storm Aura","entries":["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 {@quickref Cover||3||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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["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 {@damage 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 {@damage 2d6} at 10th level, {@damage 3d6} at 15th level, and {@damage 4d6} at 20th level."]},{"type":"entries","name":"Tundra","entries":["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":6,"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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet."]},{"type":"entries","name":"Tundra","entries":["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":10,"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":14,"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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["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 {@condition prone}, as if struck by a wave."]},{"type":"entries","name":"Tundra","entries":["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."]}]}]}]},{"name":"Path of the Totem Warrior","source":"PHB","image":"classes/PHB/Totem Warrior Barbarian.webp","gallery":[{"path":"classes/PHB/Totem Warrior Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Totem Warrior","entries":["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.","Most 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.",{"type":"entries","name":"Spirit Seeker","entries":["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 {@spell beast sense} and {@spell speak with animals} spells, but only as rituals, as described in {@book chapter 10|PHB|10|rituals}."]},{"type":"entries","name":"Totem Spirit","entries":["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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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."]},{"type":"entries","name":"Eagle","entries":["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 {@action 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."]},{"type":"entries","name":"Elk","entries":["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."]},{"type":"entries","name":"Tiger","entries":["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."]},{"type":"entries","name":"Wolf","entries":["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":6,"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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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."]},{"type":"entries","name":"Eagle","entries":["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 ({@skill Perception}) checks."]},{"type":"entries","name":"Elk","entries":["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 {@condition incapacitated}. The elk spirit helps you roam far and fast."]},{"type":"entries","name":"Tiger","entries":["You gain proficiency in two skills from the following list: {@skill Athletics}, {@skill Acrobatics}, {@skill Stealth}, and {@skill Survival}. The cat spirit hones your survival instincts."]},{"type":"entries","name":"Wolf","entries":["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":10,"name":"Spirit Walker","entries":["At 10th level, you can cast the {@spell 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":14,"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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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 {@condition frightened}."]},{"type":"entries","name":"Eagle","entries":["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."]},{"type":"entries","name":"Elk","entries":["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 {@condition prone} and take bludgeoning damage equal to {@damage 1d12} + your Strength modifier."]},{"type":"entries","name":"Tiger","entries":["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."]},{"type":"entries","name":"Wolf","entries":["While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature {@condition prone} when you hit it with melee weapon attack."]}]}]}]},{"name":"Path of the Wild Heart","source":"XPHB","image":"classes/XPHB/Wild Heart Barbarian.webp","gallery":[{"path":"classes/XPHB/Wild Heart Barbarian.webp","credit":"Alditha Siregar"}],"features":[{"level":3,"name":"Path of the Wild Heart","entries":["{@i Walk in Community with the Animal World}","Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.",{"type":"entries","name":"Animal Speaker","entries":["You can cast the {@spell Beast Sense|XPHB} and {@spell Speak with Animals|XPHB} spells but only as Rituals. Wisdom is your spellcasting ability for them."]},{"type":"entries","name":"Rage of the Wilds","entries":["Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.",{"type":"entries","name":"Bear","entries":["While your Rage is active, you have {@variantrule Resistance|XPHB} to every damage type except Force, Necrotic, Psychic, and Radiant."]},{"type":"entries","name":"Eagle","entries":["When you activate your Rage, you can take the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as part of that {@variantrule Bonus Action|XPHB}. While your Rage is active, you can take a {@variantrule Bonus Action|XPHB} to take both of those actions."]},{"type":"entries","name":"Wolf","entries":["While your Rage is active, your allies have {@variantrule Advantage|XPHB} on attack rolls against any enemy of yours within 5 feet of you."]}]}]},{"level":6,"name":"Aspect of the Wilds","entries":["You gain one of the following options of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your choice.",{"type":"entries","name":"Owl","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet."]},{"type":"entries","name":"Panther","entries":["You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Salmon","entries":["You have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]}]},{"level":10,"name":"Nature Speaker","entries":["You can cast the {@spell Commune with Nature|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Wisdom is your spellcasting ability for it."]},{"level":14,"name":"Power of the Wilds","entries":["Whenever you activate your Rage, you gain one of the following options of your choice.",{"type":"entries","name":"Falcon","entries":["While your Rage is active, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} if you aren't wearing any armor."]},{"type":"entries","name":"Lion","entries":["While your Rage is active, any of your enemies within 5 feet of you have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you or another Barbarian who has this option active."]},{"type":"entries","name":"Ram","entries":["While your Rage is active, you can cause a Large or smaller creature to have the {@condition Prone|XPHB} condition when you hit it with a melee attack."]}]}]},{"name":"Path of the World Tree","source":"XPHB","image":"classes/XPHB/World Tree Barbarian.webp","gallery":[{"path":"classes/XPHB/World Tree Barbarian.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Path of the World Tree","entries":["{@i Trace the Roots and Branches of the Multiverse}","Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.",{"type":"entries","name":"Vitality of the Tree","entries":["Your Rage taps into the life force of the World Tree. You gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Vitality Surge","entries":["When you activate your Rage, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Barbarian level."]},{"type":"entries","name":"Life-Giving Force","entries":["At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain {@variantrule Temporary Hit Points|XPHB}. To determine the number of {@variantrule Temporary Hit Points|XPHB}, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these {@variantrule Temporary Hit Points|XPHB} remain when your Rage ends, they vanish."]}]}]}]},{"level":6,"name":"Branches of the Tree","entries":["Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a {@variantrule Reaction|XPHB} to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its {@variantrule Speed|XPHB} to 0 until the end of the current turn."]},{"level":10,"name":"Battering Roots","entries":["During your turn, your reach is 10 feet greater with any {@filter Melee weapon that has the Heavy or Versatile property|items|type=melee weapon|property=heavy;versatile}, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the {@itemMastery Push|XPHB} or {@itemMastery Topple|XPHB} mastery property in addition to a different mastery property you're using with that weapon."]},{"level":14,"name":"Travel Along the Tree","entries":["When you activate your Rage and as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.","In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space."]}]},{"name":"Path of the Zealot","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Zealot","entries":["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.","A 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.",{"type":"entries","name":"Divine Fury","entries":["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 {@damage 1d6} + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature."]},{"type":"entries","name":"Warrior of the Gods","entries":["At 3rd level, your soul is marked for endless battle. If a spell, such as {@spell 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":6,"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":10,"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":14,"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 {@condition 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."]}]},{"name":"Path of the Zealot","source":"XPHB","image":"classes/XPHB/Zealot Barbarian.webp","gallery":[{"path":"classes/XPHB/Zealot Barbarian.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Path of the Zealot","entries":["{@i Rage in Ecstatic Union with a God}","Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.",{"type":"entries","name":"Divine Fury","entries":["You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an {@variantrule Unarmed Strike|XPHB} takes extra damage equal to {@dice 1d6} plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage."]},{"type":"entries","name":"Warrior of the Gods","entries":["A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can expend dice from the pool, roll them, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total.","Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.","The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice)."]}]},{"level":6,"name":"Fanatical Focus","entries":["Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll."]},{"level":10,"name":"Zealous Presence","entries":["As a {@variantrule Bonus Action|XPHB}, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain {@variantrule Advantage|XPHB} 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 {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it."]},{"level":14,"name":"Rage of the Gods","entries":["When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 {@variantrule Hit Points|XPHB}. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","While in this form, you gain the benefits below.",{"type":"entries","name":"Flight","entries":["You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover."]},{"type":"entries","name":"Resistance","entries":["You have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage."]},{"type":"entries","name":"Revivification","entries":["When a creature within 30 feet of you would drop to 0 {@variantrule Hit Points|XPHB}, you can take a {@variantrule Reaction|XPHB} to expend a use of your Rage to instead change the target's {@variantrule Hit Points|XPHB} to a number equal to your Barbarian level."]}]}]},{"name":"Path of Wild Magic","source":"TCE","image":"classes/TCE/Wild Magic Barbarian.webp","gallery":[{"path":"classes/TCE/Wild Magic Barbarian.webp"}],"features":[{"level":3,"name":"Path of Wild Magic","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.",{"type":"entries","name":"Magic Awareness","entries":["{@i 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 {@quickref Cover||3||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."]},{"type":"entries","name":"Wild Surge","entries":["{@i 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.",{"type":"table","caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@damage 1d12} necrotic damage. You also gain {@dice 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 {@creature flumph} or a {@creature 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 {@damage 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 {@damage 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 {@quickref difficult terrain||3} 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 {@damage 1d6} radiant damage and be {@condition 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."]],"data":{"genTables":{"tableInclude":true}}}]}]},{"level":6,"name":"Bolstering Magic","entries":["{@i 6th-level Path of Wild Magic feature}","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:",{"type":"list","items":["For 10 minutes, the creature can roll a {@dice d3} whenever making an attack roll or an ability check and add the number rolled to the {@dice d20} roll.","Roll a {@dice 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."]},{"level":10,"name":"Unstable Backlash","entries":["{@i 10th-level Path of Wild Magic feature}","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."]},{"level":14,"name":"Controlled Surge","entries":["{@i 14th-level Path of Wild Magic feature}","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."]}]}],"lore":[{"type":"section","name":"Barbarian","source":"XPHB","page":50,"entries":["Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator's ferocity, a storm's fury, and a sea's turmoil.","Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.","Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure."]}],"gallery":[{"path":"classes/XPHB/Barbarian.webp","credit":"Denman Rooke"},{"path":"classes/XPHB/039-03-015.barbarian-weapons.webp","credit":"Wayne England"}],"otherVersions":[{"id":"barbarian-phb","source":"PHB"}]},{"id":"barbarian-phb","name":"Barbarian","source":"PHB","page":46,"srd":false,"image":"classes/PHB/Barbarian.webp","hitDie":"d12","primaryAbility":"","savingThrows":"Strength, Constitution","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple, Martial · Skills: choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Primal Path","table":{"headers":["Level","Prof. Bonus","Features","Rages","Rage Damage"],"rows":[["1","+2","Rage, Unarmored Defense","2","2"],["2","+2","Danger Sense, Reckless Attack","2","2"],["3","+2","Primal Path, Primal Knowledge","3","2"],["4","+2","Ability Score Improvement","3","2"],["5","+3","Extra Attack, Fast Movement","3","2"],["6","+3","Path Feature","4","2"],["7","+3","Feral Instinct, Instinctive Pounce","4","2"],["8","+3","Ability Score Improvement","4","2"],["9","+4","Brutal Critical (1 die)","4","3"],["10","+4","Path feature","4","3"],["11","+4","Relentless Rage","4","3"],["12","+4","Ability Score Improvement","5","3"],["13","+5","Brutal Critical (2 dice)","5","3"],["14","+5","Path feature","5","3"],["15","+5","Persistent Rage","5","3"],["16","+5","Ability Score Improvement","5","4"],["17","+6","Brutal Critical (3 dice)","6","4"],["18","+6","Indomitable Might","6","4"],["19","+6","Ability Score Improvement","6","4"],["20","+6","Primal Champion","Unlimited","4"]]},"features":[{"level":1,"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:",{"type":"list","items":["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 {@condition 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."]},{"level":1,"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."]},{"level":2,"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 {@condition blinded}, {@condition deafened}, or {@condition incapacitated}."]},{"level":2,"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."]},{"level":3,"name":"Primal Path","entries":["At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."]},{"level":3,"name":"Primal Knowledge","entries":["{@i 3rd-level barbarian {@variantrule optional class features|tce|optional 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."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":5,"name":"Extra Attack","entries":["Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":5,"name":"Fast Movement","entries":["Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor."]},{"level":6,"name":"Path Feature","entries":["At 6th level, you gain a feature from your Primal Path."]},{"level":7,"name":"Feral Instinct","entries":["By 7th level, your instincts are so honed that you have advantage on initiative rolls.","Additionally, if you are {@status surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn."]},{"level":7,"name":"Instinctive Pounce","entries":["{@i 7th-level barbarian {@variantrule optional class features|tce|optional feature}}","As part of the bonus action you take to enter your rage, you can move up to half your speed."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"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."]},{"level":10,"name":"Path feature","entries":["At 10th level, you gain a feature from your Primal Path."]},{"level":11,"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."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"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."]},{"level":14,"name":"Path feature","entries":["At 14th level, you gain a feature from your Primal Path."]},{"level":15,"name":"Persistent Rage","entries":["Beginning at 15th level, your rage is so fierce that it ends early only if you fall {@condition unconscious} or if you choose to end it."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"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."]},{"level":18,"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."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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."]}],"subclasses":[{"name":"Path of the Ancestral Guardian","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Ancestral Guardian","entries":["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.","Barbarians 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.",{"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":6,"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 {@dice 2d6}.","When you reach certain levels in this class, you can reduce the damage by more: by {@dice 3d6} at 10th level and by {@dice 4d6} at 14th level."]},{"level":10,"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 {@spell augury} or {@spell clairvoyance} spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of {@spell 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":14,"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."]}]},{"name":"Path of the Battlerager","source":"SCAG","features":[{"level":3,"name":"Path of the Battlerager","entries":["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, {@item spiked armor|scag} and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.",{"type":"entries","name":"Restriction—Dwarves Only","entries":["Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.","Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms."]},{"type":"entries","name":"Battlerager Armor","entries":["When you choose this path at 3rd level, you gain the ability to use {@item spiked armor|scag} as a weapon.","While you are wearing {@item spiked armor|scag} 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 {@damage 1d4} piercing damage. You use your Strength modifier for the attack and damage rolls.","Additionally, when you use the {@action Attack} action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds."]}]},{"level":6,"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":10,"name":"Battlerager Charge","entries":["Beginning at 10th level, you can take the {@action Dash} action as a bonus action while you are raging."]},{"level":14,"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 {@condition incapacitated}, and are wearing {@item spiked armor|scag}."]}]},{"name":"Path of the Beast","source":"TCE","image":"classes/TCE/Beast Barbarian.webp","gallery":[{"path":"classes/TCE/Beast Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Beast","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.",{"type":"table","caption":"Origin of the Beast","colLabels":["d4","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["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."]]},{"type":"entries","name":"Form of the Beast","entries":["{@i 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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Bite","entry":"Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals {@damage 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."},{"type":"item","name":"Claws","entry":"Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals {@damage 1d6} slashing damage on a hit. Once on each of your turns when you attack with a claw using the {@action Attack} action, you can make one additional claw attack as part of the same action."},{"type":"item","name":"Tail","entry":"You grow a lashing, spiny tail, which deals {@damage 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 {@dice d8}, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you."}]}]}]},{"level":6,"name":"Bestial Soul","entries":["{@i 6th-level Path of the Beast feature}","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:",{"type":"list","items":["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 ({@skill 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."]}]},{"level":10,"name":"Infectious Fury","entries":["{@i 10th-level Path of the Beast feature}","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):",{"type":"list","items":["The target must use its reaction to make a melee attack against another creature of your choice that you can see.","The target takes {@damage 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."]},{"level":14,"name":"Call the Hunt","entries":["{@i 14th-level Path of the Beast feature}","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 {@dice 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."]}]},{"name":"Path of the Berserker","source":"PHB","features":[{"level":3,"name":"Path of the Berserker","entries":["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.",{"type":"entries","name":"Frenzy","entries":["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 {@condition exhaustion}."]}]},{"level":6,"name":"Mindless Rage","entries":["Beginning at 6th level, you can't be {@condition charmed} or {@condition frightened} while raging. If you are {@condition charmed} or {@condition frightened} when you enter your rage, the effect is suspended for the duration of the rage."]},{"level":10,"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 {@condition 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 {@condition 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":14,"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."]}]},{"name":"Path of the Berserker","source":"XPHB","image":"classes/XPHB/Berserker Barbarian.webp","gallery":[{"path":"classes/XPHB/Berserker Barbarian.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Path of the Berserker","entries":["{@i Channel Rage into Violent Fury}","Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.",{"type":"entries","name":"Frenzy","entries":["If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or {@variantrule Unarmed Strike|XPHB} used for the attack."]}]},{"level":6,"name":"Mindless Rage","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while your Rage is active. If you're {@condition Charmed|XPHB} or {@condition Frightened|XPHB} when you enter your Rage, the condition ends on you."]},{"level":10,"name":"Retaliation","entries":["When you take damage from a creature that is within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to make one melee attack against that creature, using a weapon or an {@variantrule Unarmed Strike|XPHB}."]},{"level":14,"name":"Intimidating Presence","entries":["As a {@variantrule Bonus Action|XPHB}, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must make a Wisdom saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature has the {@condition Frightened|XPHB} condition for 1 minute. At the end of each of the {@condition Frightened|XPHB} creature's turns, the creature repeats the save, ending the effect on itself on a success.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it."]}]},{"name":"Path of the Giant","source":"BGG","image":"classes/BGG/Giant Barbarian.webp","gallery":[{"path":"classes/BGG/Giant Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Giant","entries":["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.",{"type":"entries","name":"Giant Power","entries":["{@i 3rd-Level Path of the Giant Feature}","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 {@spell druidcraft} or {@spell thaumaturgy}. Wisdom is your spellcasting ability for this spell."]},{"type":"entries","name":"Giant's Havoc","entries":["{@i 3rd-Level Path of the Giant Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crushing Throw","entry":"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."},{"type":"item","name":"Giant Stature","entry":"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."}]}]}]},{"level":6,"name":"Elemental Cleaver","entries":["{@i 6th-Level Path of the Giant Feature}","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 {@damage 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."]},{"level":10,"name":"Mighty Impel","entries":["{@i 10th-Level Path of the Giant Feature}","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 {@condition prone}."]},{"level":14,"name":"Demiurgic Colossus","entries":["{@i 14th-Level Path of the Giant Feature}","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 {@dice 2d6}."]}]},{"name":"Path of the Storm Herald","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"},{"path":"classes/XGE/Storm Herald Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Storm Herald","entries":["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.","Storm 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.",{"type":"entries","name":"Storm Aura","entries":["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 {@quickref Cover||3||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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["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 {@damage 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 {@damage 2d6} at 10th level, {@damage 3d6} at 15th level, and {@damage 4d6} at 20th level."]},{"type":"entries","name":"Tundra","entries":["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":6,"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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet."]},{"type":"entries","name":"Tundra","entries":["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":10,"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":14,"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.",{"type":"options","entries":[{"type":"entries","name":"Desert","entries":["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."]},{"type":"entries","name":"Sea","entries":["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 {@condition prone}, as if struck by a wave."]},{"type":"entries","name":"Tundra","entries":["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."]}]}]}]},{"name":"Path of the Totem Warrior","source":"PHB","image":"classes/PHB/Totem Warrior Barbarian.webp","gallery":[{"path":"classes/PHB/Totem Warrior Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Totem Warrior","entries":["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.","Most 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.",{"type":"entries","name":"Spirit Seeker","entries":["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 {@spell beast sense} and {@spell speak with animals} spells, but only as rituals, as described in {@book chapter 10|PHB|10|rituals}."]},{"type":"entries","name":"Totem Spirit","entries":["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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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."]},{"type":"entries","name":"Eagle","entries":["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 {@action 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."]},{"type":"entries","name":"Elk","entries":["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."]},{"type":"entries","name":"Tiger","entries":["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."]},{"type":"entries","name":"Wolf","entries":["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":6,"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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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."]},{"type":"entries","name":"Eagle","entries":["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 ({@skill Perception}) checks."]},{"type":"entries","name":"Elk","entries":["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 {@condition incapacitated}. The elk spirit helps you roam far and fast."]},{"type":"entries","name":"Tiger","entries":["You gain proficiency in two skills from the following list: {@skill Athletics}, {@skill Acrobatics}, {@skill Stealth}, and {@skill Survival}. The cat spirit hones your survival instincts."]},{"type":"entries","name":"Wolf","entries":["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":10,"name":"Spirit Walker","entries":["At 10th level, you can cast the {@spell 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":14,"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.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Bear","entries":["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 {@condition frightened}."]},{"type":"entries","name":"Eagle","entries":["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."]},{"type":"entries","name":"Elk","entries":["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 {@condition prone} and take bludgeoning damage equal to {@damage 1d12} + your Strength modifier."]},{"type":"entries","name":"Tiger","entries":["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."]},{"type":"entries","name":"Wolf","entries":["While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature {@condition prone} when you hit it with melee weapon attack."]}]}]}]},{"name":"Path of the Wild Heart","source":"XPHB","image":"classes/XPHB/Wild Heart Barbarian.webp","gallery":[{"path":"classes/XPHB/Wild Heart Barbarian.webp","credit":"Alditha Siregar"}],"features":[{"level":3,"name":"Path of the Wild Heart","entries":["{@i Walk in Community with the Animal World}","Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.",{"type":"entries","name":"Animal Speaker","entries":["You can cast the {@spell Beast Sense|XPHB} and {@spell Speak with Animals|XPHB} spells but only as Rituals. Wisdom is your spellcasting ability for them."]},{"type":"entries","name":"Rage of the Wilds","entries":["Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.",{"type":"entries","name":"Bear","entries":["While your Rage is active, you have {@variantrule Resistance|XPHB} to every damage type except Force, Necrotic, Psychic, and Radiant."]},{"type":"entries","name":"Eagle","entries":["When you activate your Rage, you can take the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as part of that {@variantrule Bonus Action|XPHB}. While your Rage is active, you can take a {@variantrule Bonus Action|XPHB} to take both of those actions."]},{"type":"entries","name":"Wolf","entries":["While your Rage is active, your allies have {@variantrule Advantage|XPHB} on attack rolls against any enemy of yours within 5 feet of you."]}]}]},{"level":6,"name":"Aspect of the Wilds","entries":["You gain one of the following options of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your choice.",{"type":"entries","name":"Owl","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet."]},{"type":"entries","name":"Panther","entries":["You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Salmon","entries":["You have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]}]},{"level":10,"name":"Nature Speaker","entries":["You can cast the {@spell Commune with Nature|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Wisdom is your spellcasting ability for it."]},{"level":14,"name":"Power of the Wilds","entries":["Whenever you activate your Rage, you gain one of the following options of your choice.",{"type":"entries","name":"Falcon","entries":["While your Rage is active, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} if you aren't wearing any armor."]},{"type":"entries","name":"Lion","entries":["While your Rage is active, any of your enemies within 5 feet of you have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you or another Barbarian who has this option active."]},{"type":"entries","name":"Ram","entries":["While your Rage is active, you can cause a Large or smaller creature to have the {@condition Prone|XPHB} condition when you hit it with a melee attack."]}]}]},{"name":"Path of the World Tree","source":"XPHB","image":"classes/XPHB/World Tree Barbarian.webp","gallery":[{"path":"classes/XPHB/World Tree Barbarian.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Path of the World Tree","entries":["{@i Trace the Roots and Branches of the Multiverse}","Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.",{"type":"entries","name":"Vitality of the Tree","entries":["Your Rage taps into the life force of the World Tree. You gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Vitality Surge","entries":["When you activate your Rage, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Barbarian level."]},{"type":"entries","name":"Life-Giving Force","entries":["At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain {@variantrule Temporary Hit Points|XPHB}. To determine the number of {@variantrule Temporary Hit Points|XPHB}, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these {@variantrule Temporary Hit Points|XPHB} remain when your Rage ends, they vanish."]}]}]}]},{"level":6,"name":"Branches of the Tree","entries":["Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a {@variantrule Reaction|XPHB} to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its {@variantrule Speed|XPHB} to 0 until the end of the current turn."]},{"level":10,"name":"Battering Roots","entries":["During your turn, your reach is 10 feet greater with any {@filter Melee weapon that has the Heavy or Versatile property|items|type=melee weapon|property=heavy;versatile}, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the {@itemMastery Push|XPHB} or {@itemMastery Topple|XPHB} mastery property in addition to a different mastery property you're using with that weapon."]},{"level":14,"name":"Travel Along the Tree","entries":["When you activate your Rage and as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.","In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space."]}]},{"name":"Path of the Zealot","source":"XGE","image":"classes/XGE/Barbarian.webp","gallery":[{"path":"classes/XGE/Barbarian.webp"}],"features":[{"level":3,"name":"Path of the Zealot","entries":["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.","A 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.",{"type":"entries","name":"Divine Fury","entries":["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 {@damage 1d6} + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature."]},{"type":"entries","name":"Warrior of the Gods","entries":["At 3rd level, your soul is marked for endless battle. If a spell, such as {@spell 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":6,"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":10,"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":14,"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 {@condition 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."]}]},{"name":"Path of the Zealot","source":"XPHB","image":"classes/XPHB/Zealot Barbarian.webp","gallery":[{"path":"classes/XPHB/Zealot Barbarian.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Path of the Zealot","entries":["{@i Rage in Ecstatic Union with a God}","Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.",{"type":"entries","name":"Divine Fury","entries":["You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an {@variantrule Unarmed Strike|XPHB} takes extra damage equal to {@dice 1d6} plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage."]},{"type":"entries","name":"Warrior of the Gods","entries":["A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can expend dice from the pool, roll them, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total.","Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.","The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice)."]}]},{"level":6,"name":"Fanatical Focus","entries":["Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll."]},{"level":10,"name":"Zealous Presence","entries":["As a {@variantrule Bonus Action|XPHB}, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain {@variantrule Advantage|XPHB} 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 {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it."]},{"level":14,"name":"Rage of the Gods","entries":["When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 {@variantrule Hit Points|XPHB}. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","While in this form, you gain the benefits below.",{"type":"entries","name":"Flight","entries":["You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover."]},{"type":"entries","name":"Resistance","entries":["You have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage."]},{"type":"entries","name":"Revivification","entries":["When a creature within 30 feet of you would drop to 0 {@variantrule Hit Points|XPHB}, you can take a {@variantrule Reaction|XPHB} to expend a use of your Rage to instead change the target's {@variantrule Hit Points|XPHB} to a number equal to your Barbarian level."]}]}]},{"name":"Path of Wild Magic","source":"TCE","image":"classes/TCE/Wild Magic Barbarian.webp","gallery":[{"path":"classes/TCE/Wild Magic Barbarian.webp"}],"features":[{"level":3,"name":"Path of Wild Magic","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.",{"type":"entries","name":"Magic Awareness","entries":["{@i 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 {@quickref Cover||3||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."]},{"type":"entries","name":"Wild Surge","entries":["{@i 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.",{"type":"table","caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@damage 1d12} necrotic damage. You also gain {@dice 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 {@creature flumph} or a {@creature 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 {@damage 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 {@damage 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 {@quickref difficult terrain||3} 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 {@damage 1d6} radiant damage and be {@condition 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."]],"data":{"genTables":{"tableInclude":true}}}]}]},{"level":6,"name":"Bolstering Magic","entries":["{@i 6th-level Path of Wild Magic feature}","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:",{"type":"list","items":["For 10 minutes, the creature can roll a {@dice d3} whenever making an attack roll or an ability check and add the number rolled to the {@dice d20} roll.","Roll a {@dice 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."]},{"level":10,"name":"Unstable Backlash","entries":["{@i 10th-level Path of Wild Magic feature}","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."]},{"level":14,"name":"Controlled Surge","entries":["{@i 14th-level Path of Wild Magic feature}","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."]}]}],"lore":[{"name":"Barbarian","type":"section","entries":["A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.","A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.","Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.","These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.","For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.",{"type":"entries","name":"Primal Instinct","entries":["People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.","Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise."]},{"type":"entries","name":"A Life of Danger","entries":["Not every member of the tribes deemed \"barbarians\" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.","Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties."]},{"type":"entries","name":"Creating a Barbarian","entries":["When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?","What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.",{"type":"entries","name":"Quick Build","entries":["You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the {@background outlander} background."]}]}],"source":"PHB","page":46},{"type":"section","entries":[{"type":"quote","entries":["I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage."],"by":"Seret, archwizard"},"The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.","It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.",{"type":"quote","entries":["Rawr! I'm really angry! Funny, I don't feel any stronger. Maybe because I'm always angry, I'm always in top condition. Stands to reason."],"by":"Xanathar"},{"type":"entries","name":"Personal Totems","entries":["Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.","A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.","Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.",{"type":"table","caption":"Personal Totems","colLabels":["{@dice d6}","Totem"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A tuft of fur from a solitary wolf that you befriended during a hunt"],[{"type":"cell","roll":{"exact":2}},"Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate"],[{"type":"cell","roll":{"exact":3}},"A necklace made from the claws of a young cave bear that you slew singlehandedly as a child"],[{"type":"cell","roll":{"exact":4}},"A small leather pouch holding three stones that represent your ancestors"],[{"type":"cell","roll":{"exact":5}},"A few small bones from the first beast you killed, tied together with colored wool"],[{"type":"cell","roll":{"exact":6}},"An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch"]]}]},{"type":"entries","name":"Tattoos","entries":["The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.","Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?",{"type":"table","caption":"Tattoos","colLabels":["{@dice d6}","Tattoo"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"The wings of an eagle are spread wide across your upper back."],[{"type":"cell","roll":{"exact":2}},"Etched on the backs of your hands are the paws of a cave bear."],[{"type":"cell","roll":{"exact":3}},"The symbols of your clan are displayed in viny patterns along your arms."],[{"type":"cell","roll":{"exact":4}},"The antlers of an elk are inked across your back."],[{"type":"cell","roll":{"exact":5}},"Images of your spirit animal are tattooed along your weapon arm and hand."],[{"type":"cell","roll":{"exact":6}},"The eyes of a wolf are marked on your back to help you see and ward off evil spirits."]]}]},{"type":"entries","name":"Superstitions","entries":["Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.","Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.","Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.","If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?",{"type":"table","caption":"Superstition","colLabels":["{@dice d6}","Superstition"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"If you disturb the bones of the dead, you inherit all the troubles that plagued them in life."],[{"type":"cell","roll":{"exact":2}},"Never trust a wizard. They're all devils in disguise, especially the friendly ones."],[{"type":"cell","roll":{"exact":3}},"Dwarves have lost their spirits, and are almost like the undead. That's why they live underground."],[{"type":"cell","roll":{"exact":4}},"Magical things bring trouble. Never sleep with a magic object within ten feet of you."],[{"type":"cell","roll":{"exact":5}},"When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body."],[{"type":"cell","roll":{"exact":6}},"If an elf looks you in the eyes, she's trying to read your thoughts."]]}]}],"source":"XGE","page":8}],"gallery":[{"path":"classes/PHB/Barbarian.webp"}],"hidden":true,"otherVersions":[{"id":"barbarian","source":"XPHB"}]},{"id":"bard","name":"Bard","source":"XPHB","page":58,"srd":true,"image":"classes/XPHB/Bard.webp","hitDie":"d8","primaryAbility":"Charisma","savingThrows":"Dexterity, Charisma","proficiencies":"Armor: Light · Weapons: Simple · Tools: Choose three Musical Instrument · Skills: ","armorProficiencies":"Light","weaponProficiencies":"Simple","toolProficiencies":"Choose three Musical Instrument","subclassTitle":"Bard Subclass","table":{"headers":["Level","Prof. Bonus","Features","Bardic Die","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Bardic Inspiration, Spellcasting","-","2","4","2","-","-","-","-","-","-","-","-"],["2","+2","Expertise, Jack of All Trades","-","2","5","3","-","-","-","-","-","-","-","-"],["3","+2","Bard Subclass","-","2","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","-","3","7","4","3","-","-","-","-","-","-","-"],["5","+3","Font of Inspiration","-","3","9","4","3","2","-","-","-","-","-","-"],["6","+3","Subclass Feature","-","3","10","4","3","3","-","-","-","-","-","-"],["7","+3","Countercharm","-","3","11","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","-","3","12","4","3","3","2","-","-","-","-","-"],["9","+4","Expertise","-","3","14","4","3","3","3","1","-","-","-","-"],["10","+4","Magical Secrets","-","4","15","4","3","3","3","2","-","-","-","-"],["11","+4","-","-","4","16","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","-","4","16","4","3","3","3","2","1","-","-","-"],["13","+5","-","-","4","17","4","3","3","3","2","1","1","-","-"],["14","+5","Subclass Feature","-","4","17","4","3","3","3","2","1","1","-","-"],["15","+5","-","-","4","18","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","-","4","18","4","3","3","3","2","1","1","1","-"],["17","+6","-","-","4","19","4","3","3","3","2","1","1","1","1"],["18","+6","Superior Inspiration","-","4","20","4","3","3","3","3","1","1","1","1"],["19","+6","Epic Boon","-","4","21","4","3","3","3","3","2","1","1","1"],["20","+6","Words of Creation","-","4","22","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Bardic Inspiration","entries":["You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a {@dice d6}.",{"type":"entries","entries":[{"type":"entries","name":"Using Bardic Inspiration","entries":["As a {@variantrule Bonus Action|XPHB}, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.","Once within the next hour when the creature fails a {@variantrule D20 Test|XPHB}, the creature can roll the Bardic Inspiration die and add the number rolled to the {@dice d20}, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled."]},{"type":"entries","name":"Number of Uses","entries":["You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"At Higher Levels","entries":["Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a {@dice d8} at level 5, a {@dice d10} at level 10, and a {@dice d12} at level 15."]}]}]},{"level":1,"name":"Spellcasting","entries":["You have learned to cast spells through your bardic arts. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the {@filter Bard spell list|spells|class=Bard} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know two cantrips of your choice from the {@filter Bard spell list|spells|class=Bard}. {@spell Dancing Lights|XPHB} and {@spell Vicious Mockery|XPHB} are recommended.","Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}.","When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}, as shown in the Cantrips column of the Bard Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Bard spell list|spells|class=Bard}. {@spell Charm Person|XPHB}, {@spell Color Spray|XPHB}, {@spell Dissonant Whispers|XPHB}, and {@spell Healing Word|XPHB} are recommended.","The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the {@filter Bard spell list|spells|class=Bard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.","If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your Bard spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item Musical Instrument|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells."]}]}]},{"level":2,"name":"Expertise","entries":["You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Performance|XPHB} and {@skill Persuasion|XPHB} are recommended if you have proficiency in them.","At Bard level 9, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice."]},{"level":2,"name":"Jack of All Trades","entries":["You can add half your {@variantrule Proficiency|XPHB|Proficiency Bonus} (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your {@variantrule Proficiency|XPHB|Proficiency Bonus}.","For example, if you make a Strength ({@skill Athletics|XPHB}) check and lack {@skill Athletics|XPHB} proficiency, you can add half your {@variantrule Proficiency|XPHB|Proficiency Bonus} to the check.",{"type":"inset","name":"A Bard's Repertoire","entries":["Does your Bard beat a {@item drum|XPHB} while chanting the deeds of ancient heroes? Strum a {@item lute|XPHB} while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?","When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?"]}]},{"level":3,"name":"Bard Subclass","entries":["You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16."]},{"level":5,"name":"Font of Inspiration","entries":["You now regain all your expended uses of Bardic Inspiration when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Bard Subclass."]},{"level":7,"name":"Countercharm","entries":["You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to cause the save to be rerolled, and the new roll has {@variantrule Advantage|XPHB}."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Expertise","entries":["You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice."]},{"level":10,"name":"Magical Secrets","entries":["You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the {@filter Bard|spells|class=Bard}, {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, and {@filter Wizard|spells|class=Wizard} {@filter spell lists|spells|class=Bard;Cleric;Druid;Wizard}, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Bard Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":18,"name":"Superior Inspiration","entries":["When you roll {@variantrule Initiative|XPHB}, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended."]},{"level":20,"name":"Words of Creation","entries":["You have mastered two of the Words of Creation: the words of life and death. You therefore always have the {@spell Power Word Heal|XPHB} and {@spell Power Word Kill|XPHB} spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."]}],"subclasses":[{"name":"College of Creation","source":"TCE","image":"classes/TCE/Creation Bard.webp","gallery":[{"path":"classes/TCE/Creation Bard.webp"}],"features":[{"level":3,"name":"College of Creation","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.",{"type":"entries","name":"Mote of Potential","entries":["{@i 3rd-level College of Creation feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ability Check","entry":"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."},{"type":"item","name":"Attack Roll","entry":"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."},{"type":"item","name":"Saving Throw","entry":"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)."}]}]},{"type":"entries","name":"Performance of Creation","entries":["{@i 3rd-level College of Creation feature}","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 {@book Player's Handbook|PHB|5}.","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)."]}]},{"level":6,"name":"Animating Performance","entries":["{@i 6th-level College of Creation feature}","As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} 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 {@action 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 {@condition incapacitated}, the item can take any action of its choice, not just {@action 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 {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate."]},{"level":14,"name":"Creative Crescendo","entries":["{@i 14th-level College of Creation feature}","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."]}]},{"name":"College of Dance","source":"XPHB","image":"classes/XPHB/Dance Bard.webp","gallery":[{"path":"classes/XPHB/Dance Bard.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"College of Dance","entries":["{@i Move in Harmony with the Cosmos}","Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.",{"type":"entries","name":"Dazzling Footwork","entries":["While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the following benefits.",{"type":"entries","name":"Dance Virtuoso","entries":["You have {@variantrule Advantage|XPHB} on any Charisma ({@skill Performance|XPHB}) check you make that involves you dancing."]},{"type":"entries","name":"Unarmored Defense","entries":["Your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers."]},{"type":"entries","name":"Agile Strikes","entries":["When you expend a use of your Bardic Inspiration as part of an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB}, you can make one {@variantrule Unarmed Strike|XPHB} as part of that action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}."]},{"type":"entries","name":"Bardic Damage","entries":["You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an {@variantrule Unarmed Strike|XPHB}, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die."]}]}]},{"level":6,"name":"Inspiring Movement","entries":["When an enemy you can see ends its turn within 5 feet of you, you can take a {@variantrule Reaction|XPHB} and expend one use of your Bardic Inspiration to move up to half your {@variantrule Speed|XPHB}. Then one ally of your choice within 30 feet of you can also move up to half their {@variantrule Speed|XPHB} using their {@variantrule Reaction|XPHB}.","None of this feature's movement provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"level":6,"name":"Tandem Footwork","entries":["When you roll {@variantrule Initiative|XPHB}, you can expend one use of your Bardic Inspiration if you don't have the {@condition Incapacitated|XPHB} condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled."]},{"level":14,"name":"Leading Evasion","entries":["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. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.","You can't use this feature if you have the {@condition Incapacitated|XPHB} condition."]}]},{"name":"College of Eloquence","source":"TCE","image":"classes/TCE/Eloquence Bard.webp","gallery":[{"path":"classes/TCE/Eloquence Bard.webp"}],"features":[{"level":3,"name":"College of Eloquence","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.",{"type":"entries","name":"Silver Tongue","entries":["{@i 3rd-level College of Eloquence feature}","You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10."]},{"type":"entries","name":"Unsettling Words","entries":["{@i 3rd-level College of Eloquence feature}","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."]}]},{"level":6,"name":"Unfailing Inspiration","entries":["{@i 6th-level College of Eloquence feature}","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."]},{"level":6,"name":"Universal Speech","entries":["{@i 6th-level College of Eloquence feature}","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."]},{"level":14,"name":"Infectious Inspiration","entries":["{@i 14th-level College of Eloquence feature}","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."]}]},{"name":"College of Glamour","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"}],"features":[{"level":3,"name":"College of Glamour","entries":["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.","The 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.",{"type":"entries","name":"Mantle of Inspiration","entries":["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."]},{"type":"entries","name":"Enthralling Performance","entries":["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 {@condition charmed} by you. While {@condition 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":6,"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 {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.","Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.","Once you use this feature, you can't use it again until you finish a long rest."]},{"level":14,"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 {@condition 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."]}]},{"name":"College of Glamour","source":"XPHB","image":"classes/XPHB/Glamour Bard.webp","gallery":[{"path":"classes/XPHB/Glamour Bard.webp","credit":"Hocheol Ryu"}],"features":[{"level":3,"name":"College of Glamour","entries":["{@i Weave Beguiling Fey Magic}","The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.",{"type":"entries","name":"Beguiling Magic","entries":["You always have the {@spell Charm Person|XPHB} and {@spell Mirror Image|XPHB} spells prepared.","In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required)."]},{"type":"entries","name":"Mantle of Inspiration","entries":["You can weave fey magic into a song or dance to fill others with vigor. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of {@variantrule Temporary Hit Points|XPHB} equal to two times the number rolled on the Bardic Inspiration die, and then each can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]},{"level":6,"name":"Mantle of Majesty","entries":["You always have the {@spell Command|XPHB} spell prepared.","As a {@variantrule Bonus Action|XPHB}, you cast {@spell Command|XPHB} without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your {@status Concentration|XPHB} ends. During this time, you can cast {@spell Command|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot.","Any creature {@condition Charmed|XPHB} by you automatically fails its saving throw against the {@spell Command|XPHB} you cast with this feature.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 3+ spell slot (no action required)."]},{"level":14,"name":"Unbreakable Majesty","entries":["As a {@variantrule Bonus Action|XPHB}, you can assume a magically majestic presence for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.","Once you assume this majestic presence, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"name":"College of Lore","source":"PHB","features":[{"level":3,"name":"College of Lore","entries":["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.","The 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.","The 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice."]},{"type":"entries","name":"Cutting Words","entries":["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 {@condition charmed}."]}]},{"level":6,"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":14,"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."]}]},{"name":"College of Lore","source":"XPHB","image":"classes/XPHB/Lore Bard.webp","gallery":[{"path":"classes/XPHB/Lore Bard.webp","credit":"Mike Pape"}],"features":[{"level":3,"name":"College of Lore","entries":["{@i Plumb the Depths of Magical Knowledge}","Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["You gain proficiency with three skills of your choice."]},{"type":"entries","name":"Cutting Words","entries":["You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a {@variantrule Reaction|XPHB} to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."]}]},{"level":6,"name":"Magical Discoveries","entries":["You learn two spells of your choice. These spells can come from the {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, or {@filter Wizard spell list|spells|class=Wizard} or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.","You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."]},{"level":14,"name":"Peerless Skill","entries":["When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the {@dice d20}, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended."]}]},{"name":"College of Spirits","source":"RHW","image":"classes/RHW/College of Spirits Bard.webp","gallery":[{"path":"classes/RHW/College of Spirits Bard.webp","title":"College of Spirits Bard","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"College of Spirits","entries":["{@i Call Forth Spirits from Beyond the Grave}","Bards of the College of Spirits conjure legendary spirits to change the world. But such entities are capricious, and what a Bard summons isn't always entirely under their control.",{"type":"entries","name":"Channeler","entries":["You learn how to contact spirits beyond the grave, letting their power and knowledge flow through you. You gain the following benefits.",{"type":"entries","name":"Guiding Whispers","entries":["You know the {@spell Guidance|XPHB} cantrip. It has a range of 60 feet when you cast it."]},{"type":"entries","name":"Spiritual Focus","entries":["You employ tools that aid you in channeling spirits. You gain a Gaming Set ({@item playing cards|XPHB}). You have proficiency with this Gaming Set, and you can use it or one of the following items as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells: {@item Arcane Focus|XPHB} ({@item crystal|XPHB} or {@item orb|XPHB}), {@item Candle|XPHB}, or {@item Ink Pen|XPHB}."]}]},{"type":"entries","name":"Spirits from Beyond","entries":["You can call forth spirits of the dead to empower you and your allies. When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can call forth the powers of a random spirit. To determine the spirit you channel, roll the Bardic Inspiration die and refer to the Spirits from Beyond table. The spirit remains channeled until you unleash it or until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Controlled Channeling","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Bardic Inspiration and channel a specific spirit. When you do so, choose the spirit from the Spirits from Beyond table rather than rolling. The chosen spirit's corresponding number must be less than or equal to the highest number on your Bardic Inspiration die; for example, if your Bardic Inspiration die is a {@dice d8}, you can choose to channel any spirit up to (and including) the Shade."]},{"type":"entries","name":"Unleashing a Spirit","entries":["As a {@action Magic|XPHB} action, you can unleash one of your channeled spirits. Choose one creature you can see within 30 feet of yourself as the spirit's target. The spirit then takes effect; if a spirit's effect requires a saving throw, the DC equals your Bard spell save DC.",{"type":"table","caption":"Spirits from Beyond","colLabels":["Bardic Insp. Die","Spirit and Unleash Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beloved. The target regains {@variantrule Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Charisma modifier."],["2","Sharpshooter. The target takes Force damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier."],["3","Avenger. Until the end of your next turn, any creature that hits the target with a melee attack roll takes Force damage equal to a roll of your Bardic Inspiration die."],["4","Renegade. The target can immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see."],["5","Fortune Teller. The target has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the start of your next turn."],["6","Wayfarer. The target gains {@variantrule Temporary Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Bard level. While the target has these Temporary Hit Points, its {@variantrule Speed|XPHB} increases by 10 feet."],["7","Trickster. The target makes a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Bardic Inspiration die and has the {@condition Charmed|XPHB} condition until the start of your next turn. On a successful save, the target takes half as much damage only."],["8","Shade. The target has the {@condition Invisible|XPHB} condition until the end of its next turn or until the target makes an attack roll, deals damage, or casts a spell. When the invisibility ends, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Bardic Inspiration die."],["9","Arsonist. The target makes 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."],["10","Coward. The target and each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the start of your next turn. While a creature is Frightened, its {@variantrule Speed|XPHB} is halved (round down), and it can take either an action or a {@variantrule Bonus Action|XPHB}, not both."],["11","Brute. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Strength saving throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and has the {@condition Prone|XPHB} condition. On a successful save, a creature takes half as much damage only."],["12","Priest. The target regains {@variantrule Hit Points|XPHB} equal to two rolls of your Bardic Inspiration die, and one of the following conditions of your choice ends on the target: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}."]]}]}]}]},{"level":6,"name":"Empowered Channeling","entries":["Your ability to channel spirits improves. You gain the following benefits.",{"type":"entries","name":"Power from Beyond","entries":["Once per turn, when you cast a Bard spell with a spell slot that deals damage or restores {@variantrule Hit Points|XPHB}, roll {@dice 1d6}. You gain a bonus equal to the number rolled to one of the spell's damage rolls or to the total {@variantrule Hit Points|XPHB} the spell restores."]},{"type":"entries","name":"Spiritual Manifestation","entries":["You always have the {@spell Spirit Guardians|XPHB} spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.","Whenever you cast the spell, you can modify it so the spirits also guard against worldly threats. When you cast the spell in this way, you and allies within the spell's {@variantrule Emanation [Area of Effect]|XPHB|Emanation} have {@table Cover|XPHB|Half Cover}. Once you modify the spell in this way, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":14,"name":"Mystical Connection","entries":["You gain mastery over the spirits you call forth. Whenever you roll on the {@book Spirits from Beyond table|RHW|1|Spirits from Beyond}, 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 instead choose any effect on the table."]}]},{"name":"College of Spirits","source":"VRGR","image":"classes/VRGR/Spirits Bard.webp","gallery":[{"path":"classes/VRGR/Spirits Bard.webp"}],"features":[{"level":3,"name":"College of Spirits","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.",{"type":"entries","name":"Guiding Whispers","entries":["{@i 3rd-level College of Spirits feature}","You can reach out to spirits to guide you and others. You learn the {@spell 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."]},{"type":"entries","name":"Spiritual Focus","entries":["{@i 3rd-level College of Spirits feature}","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 {@deck tarokka deck|CoS}.","Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled."]},{"type":"entries","name":"Tales from Beyond","entries":["{@i 3rd-level College of Spirits feature}","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.",{"type":"table","caption":"Spirit Tales","colLabels":["Bardic Insp. Die","Tale Told Through You"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@dice 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 {@condition incapacitated} until the end of its next turn."],["8","Tale of the Phantom. The target becomes {@condition 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 {@condition frightened} of the target until the end of the {@condition 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 {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition 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: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition 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 {@condition stunned} until the end of its next turn."]],"data":{"genTables":{"tableInclude":true}}}]}]},{"level":6,"name":"Spirit Session","entries":["{@i 6th-level College of Spirits feature}","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 {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.","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."]},{"level":14,"name":"Mystical Connection","entries":["{@i 14th-level College of Spirits feature}","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.",{"type":"inset","name":"Spirit Tales","entries":["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 {@deck tarokka deck|CoS}, 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 Swords","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"},{"path":"classes/XGE/Swords Bard.webp"}],"features":[{"level":3,"name":"College of Swords","entries":["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.","Their 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.","Blades 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.","If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells."]},{"type":"entries","name":"Fighting Style","entries":["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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Dueling"},{"type":"refOptionalfeature","optionalfeature":"Two-Weapon Fighting"}]}]},{"type":"entries","name":"Blade Flourish","entries":["At 3rd level, you learn to perform impressive displays of martial prowess and speed.","Whenever you take the {@action 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.",{"type":"options","entries":[{"type":"entries","name":"Defensive Flourish","entries":["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."]},{"type":"entries","name":"Slashing Flourish","entries":["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."]},{"type":"entries","name":"Mobile Flourish","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":14,"name":"Master's Flourish","entries":["Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die."]}]},{"name":"College of the Moon","source":"FRHoF","image":"classes/FRHoF/Moon Bard.webp","gallery":[{"path":"classes/FRHoF/Moon Bard.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"College of the Moon","entries":["{@i Inspire Allies with Primal Tales}","The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.",{"type":"entries","name":"Moon's Inspiration","entries":["The primal and ever-changing power of the moon flows through you, granting you the following benefits.",{"type":"entries","name":"Inspired Eclipse","entries":["When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can have the {@condition Invisible|XPHB} condition and teleport up to 30 feet to an unoccupied space you can see as part of that {@variantrule Bonus Action|XPHB}. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell."]},{"type":"entries","name":"Lunar Vitality","entries":["Once per turn when you restore {@variantrule Hit Points|XPHB} to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of {@variantrule Hit Points|XPHB} restored by a number equal to a roll of the Bardic Inspiration die. The creature's {@variantrule Speed|XPHB} also increases by 10 feet until the end of its next turn."]}]},{"type":"entries","name":"Primal Lore","entries":["You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.","Additionally, choose one of the following skills: {@skill Animal Handling|XPHB}, {@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB}. You have proficiency in that skill."]}]},{"level":6,"name":"Blessing of Moonlight","entries":["You always have the {@spell Moonbeam|XPHB} spell prepared.","When you cast {@spell Moonbeam|XPHB}, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed {@variantrule Dim Light|XPHB} out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains {@dice 2d4} {@variantrule Hit Points|XPHB}.","Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":14,"name":"Eventide's Splendor","entries":["You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.",{"type":"entries","name":"Shadow of the New Moon","entries":["When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the {@condition Invisible|XPHB} condition and immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see. The creature remains {@condition Invisible|XPHB} until the start of its next turn."]},{"type":"entries","name":"Vibrance of the Full Moon","entries":["When you use Lunar Vitality, you can roll {@dice 1d6} and use the number rolled in place of expending a Bardic Inspiration die."]}]}]},{"name":"College of Valor","source":"PHB","features":[{"level":3,"name":"College of Valor","entries":["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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons."]},{"type":"entries","name":"Combat Inspiration","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":14,"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."]}]},{"name":"College of Valor","source":"XPHB","image":"classes/XPHB/Valor Bard.webp","gallery":[{"path":"classes/XPHB/Valor Bard.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"College of Valor","entries":["{@i Sing the Deeds of Ancient Heroes}","Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.",{"type":"entries","name":"Combat Inspiration","entries":["You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.",{"type":"entries","name":"Defense","entries":["When the creature is hit by an attack roll, that creature can use its {@variantrule Reaction|XPHB} to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss."]},{"type":"entries","name":"Offense","entries":["Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target."]}]},{"type":"entries","name":"Martial Training","entries":["You gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor} and {@item Shield|XPHB|Shields}.","In addition, you can use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} to cast spells from your {@filter Bard spell list|spells|class=Bard}."]}]},{"level":6,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.","In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks."]},{"level":14,"name":"Battle Magic","entries":["After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}."]}]},{"name":"College of Whispers","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"},{"path":"classes/XGE/Whispers Bard.webp"}],"features":[{"level":3,"name":"College of Whispers","entries":["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.","Many 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.",{"type":"entries","name":"Psychic Blades","entries":["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 {@damage 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 {@damage 3d6} at 5th level, {@damage 5d6} at 10th level, and {@damage 8d6} at 15th level."]},{"type":"entries","name":"Words of Terror","entries":["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 {@condition frightened} of you or another creature of your choice. The target is {@condition 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":6,"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 ({@skill Insight}) check contested by your Charisma ({@skill 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":14,"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 {@condition 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 {@condition 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."]}]}],"lore":[{"type":"section","name":"Bard","source":"XPHB","page":58,"entries":["Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.","Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.","A Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart."]}],"gallery":[{"path":"classes/XPHB/Bard.webp","credit":"Evyn Fong"}],"otherVersions":[{"id":"bard-phb","source":"PHB"}]},{"id":"bard-phb","name":"Bard","source":"PHB","page":51,"srd":false,"image":"classes/PHB/Bard.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Dexterity, Charisma","proficiencies":"Armor: Light · Weapons: Simple, Hand crossbow, Longsword, Rapier, Shortsword · Tools: Three musical instrument of your choice · Skills: ","armorProficiencies":"Light","weaponProficiencies":"Simple, Hand crossbow, Longsword, Rapier, Shortsword","toolProficiencies":"Three musical instrument of your choice","subclassTitle":"Bard College","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","Spells Known","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Bardic Inspiration, Spellcasting","2","4","2","-","-","-","-","-","-","-","-"],["2","+2","Jack of All Trades, Song of Rest (d6), Magical Inspiration","2","5","3","-","-","-","-","-","-","-","-"],["3","+2","Bard College, Expertise","2","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement, Bardic Versatility","3","7","4","3","-","-","-","-","-","-","-"],["5","+3","Bardic Inspiration (d8), Font of Inspiration","3","8","4","3","2","-","-","-","-","-","-"],["6","+3","Countercharm, Bard College feature","3","9","4","3","3","-","-","-","-","-","-"],["7","+3","-","3","10","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","3","11","4","3","3","2","-","-","-","-","-"],["9","+4","Song of Rest (d8)","3","12","4","3","3","3","1","-","-","-","-"],["10","+4","Bardic Inspiration (d10), Expertise, Magical Secrets","4","14","4","3","3","3","2","-","-","-","-"],["11","+4","-","4","15","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","4","15","4","3","3","3","2","1","-","-","-"],["13","+5","Song of Rest (d10)","4","16","4","3","3","3","2","1","1","-","-"],["14","+5","Magical Secrets, Bard College feature","4","18","4","3","3","3","2","1","1","-","-"],["15","+5","Bardic Inspiration (d12)","4","19","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","4","19","4","3","3","3","2","1","1","1","-"],["17","+6","Song of Rest (d12)","4","20","4","3","3","3","2","1","1","1","1"],["18","+6","Magical Secrets","4","22","4","3","3","3","3","1","1","1","1"],["19","+6","Ability Score Improvement","4","22","4","3","3","3","3","2","1","1","1"],["20","+6","Superior Inspiration","4","22","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"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 {@dice 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 {@dice 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 {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level."]},{"level":1,"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter bard spell list|spells|class=bard}.",{"type":"entries","name":"Cantrips","entries":["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."]},{"type":"entries","name":"Spell Slots","entries":["The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} 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 {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot."]},{"type":"entries","name":"Spells Known of 1st Level and Higher","entries":["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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["cha"]},{"type":"abilityAttackMod","name":"Spell","attributes":["cha"]}]},{"type":"entries","name":"Ritual Casting","entries":["You can cast any bard spell you know as a ritual if that spell has the ritual tag."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item musical instrument|PHB} as a spellcasting focus for your bard spells."]}]},{"level":2,"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."]},{"level":2,"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 {@dice 1d6} hit points.","The extra hit points increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level."]},{"level":2,"name":"Magical Inspiration","entries":["{@i 2nd-level bard {@variantrule optional class features|tce|optional 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."]},{"level":3,"name":"Bard College","entries":["At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level."]},{"level":3,"name":"Expertise","entries":["At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.","At 10th level, you can choose another two skill proficiencies to gain this benefit."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Bardic Versatility","entries":["{@i 4th-level bard {@variantrule optional class features|tce|optional 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:",{"type":"list","items":["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 {@filter bard spell list|spells|level=0|class=bard}."]}]},{"level":5,"name":"Bardic Inspiration (d8)","entries":["At 5th level, your Bardic Inspiration die changes to a {@dice d8}."]},{"level":5,"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."]},{"level":6,"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 {@condition frightened} or {@condition charmed}. A creature must be able to hear you to gain this benefit. The performance ends early if you are {@condition incapacitated} or silenced or if you voluntarily end it (no action required)."]},{"level":6,"name":"Bard College feature","entries":["At 6th level, you gain a feature from your Bard College."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"name":"Song of Rest (d8)","entries":["At 9th level, the extra hit points gained from Song of Rest increases to {@dice 1d8}."]},{"level":10,"name":"Bardic Inspiration (d10)","entries":["At 10th level, your Bardic Inspiration die changes to a {@dice d10}."]},{"level":10,"name":"Expertise","entries":["At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies."]},{"level":10,"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."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"name":"Song of Rest (d10)","entries":["At 13th level, the extra hit points gained from Song of Rest increases to {@dice 1d10}."]},{"level":14,"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."]},{"level":14,"name":"Bard College feature","entries":["At 14th level, you gain a feature from your Bard College."]},{"level":15,"name":"Bardic Inspiration (d12)","entries":["At 15th level, your Bardic Inspiration die changes to a {@dice d12}."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Song of Rest (d12)","entries":["At 17th level, the extra hit points gained from Song of Rest increases to {@dice 1d12}."]},{"level":18,"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."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Superior Inspiration","entries":["At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use."]}],"subclasses":[{"name":"College of Creation","source":"TCE","image":"classes/TCE/Creation Bard.webp","gallery":[{"path":"classes/TCE/Creation Bard.webp"}],"features":[{"level":3,"name":"College of Creation","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.",{"type":"entries","name":"Mote of Potential","entries":["{@i 3rd-level College of Creation feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ability Check","entry":"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."},{"type":"item","name":"Attack Roll","entry":"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."},{"type":"item","name":"Saving Throw","entry":"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)."}]}]},{"type":"entries","name":"Performance of Creation","entries":["{@i 3rd-level College of Creation feature}","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 {@book Player's Handbook|PHB|5}.","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)."]}]},{"level":6,"name":"Animating Performance","entries":["{@i 6th-level College of Creation feature}","As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} 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 {@action 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 {@condition incapacitated}, the item can take any action of its choice, not just {@action 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 {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate."]},{"level":14,"name":"Creative Crescendo","entries":["{@i 14th-level College of Creation feature}","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."]}]},{"name":"College of Dance","source":"XPHB","image":"classes/XPHB/Dance Bard.webp","gallery":[{"path":"classes/XPHB/Dance Bard.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"College of Dance","entries":["{@i Move in Harmony with the Cosmos}","Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.",{"type":"entries","name":"Dazzling Footwork","entries":["While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the following benefits.",{"type":"entries","name":"Dance Virtuoso","entries":["You have {@variantrule Advantage|XPHB} on any Charisma ({@skill Performance|XPHB}) check you make that involves you dancing."]},{"type":"entries","name":"Unarmored Defense","entries":["Your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers."]},{"type":"entries","name":"Agile Strikes","entries":["When you expend a use of your Bardic Inspiration as part of an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB}, you can make one {@variantrule Unarmed Strike|XPHB} as part of that action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}."]},{"type":"entries","name":"Bardic Damage","entries":["You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an {@variantrule Unarmed Strike|XPHB}, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die."]}]}]},{"level":6,"name":"Inspiring Movement","entries":["When an enemy you can see ends its turn within 5 feet of you, you can take a {@variantrule Reaction|XPHB} and expend one use of your Bardic Inspiration to move up to half your {@variantrule Speed|XPHB}. Then one ally of your choice within 30 feet of you can also move up to half their {@variantrule Speed|XPHB} using their {@variantrule Reaction|XPHB}.","None of this feature's movement provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"level":6,"name":"Tandem Footwork","entries":["When you roll {@variantrule Initiative|XPHB}, you can expend one use of your Bardic Inspiration if you don't have the {@condition Incapacitated|XPHB} condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled."]},{"level":14,"name":"Leading Evasion","entries":["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. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.","You can't use this feature if you have the {@condition Incapacitated|XPHB} condition."]}]},{"name":"College of Eloquence","source":"TCE","image":"classes/TCE/Eloquence Bard.webp","gallery":[{"path":"classes/TCE/Eloquence Bard.webp"}],"features":[{"level":3,"name":"College of Eloquence","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.",{"type":"entries","name":"Silver Tongue","entries":["{@i 3rd-level College of Eloquence feature}","You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10."]},{"type":"entries","name":"Unsettling Words","entries":["{@i 3rd-level College of Eloquence feature}","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."]}]},{"level":6,"name":"Unfailing Inspiration","entries":["{@i 6th-level College of Eloquence feature}","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."]},{"level":6,"name":"Universal Speech","entries":["{@i 6th-level College of Eloquence feature}","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."]},{"level":14,"name":"Infectious Inspiration","entries":["{@i 14th-level College of Eloquence feature}","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."]}]},{"name":"College of Glamour","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"}],"features":[{"level":3,"name":"College of Glamour","entries":["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.","The 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.",{"type":"entries","name":"Mantle of Inspiration","entries":["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."]},{"type":"entries","name":"Enthralling Performance","entries":["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 {@condition charmed} by you. While {@condition 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":6,"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 {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.","Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.","Once you use this feature, you can't use it again until you finish a long rest."]},{"level":14,"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 {@condition 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."]}]},{"name":"College of Glamour","source":"XPHB","image":"classes/XPHB/Glamour Bard.webp","gallery":[{"path":"classes/XPHB/Glamour Bard.webp","credit":"Hocheol Ryu"}],"features":[{"level":3,"name":"College of Glamour","entries":["{@i Weave Beguiling Fey Magic}","The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.",{"type":"entries","name":"Beguiling Magic","entries":["You always have the {@spell Charm Person|XPHB} and {@spell Mirror Image|XPHB} spells prepared.","In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required)."]},{"type":"entries","name":"Mantle of Inspiration","entries":["You can weave fey magic into a song or dance to fill others with vigor. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of {@variantrule Temporary Hit Points|XPHB} equal to two times the number rolled on the Bardic Inspiration die, and then each can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]},{"level":6,"name":"Mantle of Majesty","entries":["You always have the {@spell Command|XPHB} spell prepared.","As a {@variantrule Bonus Action|XPHB}, you cast {@spell Command|XPHB} without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your {@status Concentration|XPHB} ends. During this time, you can cast {@spell Command|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot.","Any creature {@condition Charmed|XPHB} by you automatically fails its saving throw against the {@spell Command|XPHB} you cast with this feature.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 3+ spell slot (no action required)."]},{"level":14,"name":"Unbreakable Majesty","entries":["As a {@variantrule Bonus Action|XPHB}, you can assume a magically majestic presence for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.","Once you assume this majestic presence, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"name":"College of Lore","source":"PHB","features":[{"level":3,"name":"College of Lore","entries":["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.","The 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.","The 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice."]},{"type":"entries","name":"Cutting Words","entries":["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 {@condition charmed}."]}]},{"level":6,"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":14,"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."]}]},{"name":"College of Lore","source":"XPHB","image":"classes/XPHB/Lore Bard.webp","gallery":[{"path":"classes/XPHB/Lore Bard.webp","credit":"Mike Pape"}],"features":[{"level":3,"name":"College of Lore","entries":["{@i Plumb the Depths of Magical Knowledge}","Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["You gain proficiency with three skills of your choice."]},{"type":"entries","name":"Cutting Words","entries":["You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a {@variantrule Reaction|XPHB} to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."]}]},{"level":6,"name":"Magical Discoveries","entries":["You learn two spells of your choice. These spells can come from the {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, or {@filter Wizard spell list|spells|class=Wizard} or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.","You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."]},{"level":14,"name":"Peerless Skill","entries":["When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the {@dice d20}, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended."]}]},{"name":"College of Spirits","source":"RHW","image":"classes/RHW/College of Spirits Bard.webp","gallery":[{"path":"classes/RHW/College of Spirits Bard.webp","title":"College of Spirits Bard","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"College of Spirits","entries":["{@i Call Forth Spirits from Beyond the Grave}","Bards of the College of Spirits conjure legendary spirits to change the world. But such entities are capricious, and what a Bard summons isn't always entirely under their control.",{"type":"entries","name":"Channeler","entries":["You learn how to contact spirits beyond the grave, letting their power and knowledge flow through you. You gain the following benefits.",{"type":"entries","name":"Guiding Whispers","entries":["You know the {@spell Guidance|XPHB} cantrip. It has a range of 60 feet when you cast it."]},{"type":"entries","name":"Spiritual Focus","entries":["You employ tools that aid you in channeling spirits. You gain a Gaming Set ({@item playing cards|XPHB}). You have proficiency with this Gaming Set, and you can use it or one of the following items as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells: {@item Arcane Focus|XPHB} ({@item crystal|XPHB} or {@item orb|XPHB}), {@item Candle|XPHB}, or {@item Ink Pen|XPHB}."]}]},{"type":"entries","name":"Spirits from Beyond","entries":["You can call forth spirits of the dead to empower you and your allies. When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can call forth the powers of a random spirit. To determine the spirit you channel, roll the Bardic Inspiration die and refer to the Spirits from Beyond table. The spirit remains channeled until you unleash it or until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Controlled Channeling","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Bardic Inspiration and channel a specific spirit. When you do so, choose the spirit from the Spirits from Beyond table rather than rolling. The chosen spirit's corresponding number must be less than or equal to the highest number on your Bardic Inspiration die; for example, if your Bardic Inspiration die is a {@dice d8}, you can choose to channel any spirit up to (and including) the Shade."]},{"type":"entries","name":"Unleashing a Spirit","entries":["As a {@action Magic|XPHB} action, you can unleash one of your channeled spirits. Choose one creature you can see within 30 feet of yourself as the spirit's target. The spirit then takes effect; if a spirit's effect requires a saving throw, the DC equals your Bard spell save DC.",{"type":"table","caption":"Spirits from Beyond","colLabels":["Bardic Insp. Die","Spirit and Unleash Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beloved. The target regains {@variantrule Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Charisma modifier."],["2","Sharpshooter. The target takes Force damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier."],["3","Avenger. Until the end of your next turn, any creature that hits the target with a melee attack roll takes Force damage equal to a roll of your Bardic Inspiration die."],["4","Renegade. The target can immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see."],["5","Fortune Teller. The target has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the start of your next turn."],["6","Wayfarer. The target gains {@variantrule Temporary Hit Points|XPHB} equal to a roll of your Bardic Inspiration die plus your Bard level. While the target has these Temporary Hit Points, its {@variantrule Speed|XPHB} increases by 10 feet."],["7","Trickster. The target makes a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Bardic Inspiration die and has the {@condition Charmed|XPHB} condition until the start of your next turn. On a successful save, the target takes half as much damage only."],["8","Shade. The target has the {@condition Invisible|XPHB} condition until the end of its next turn or until the target makes an attack roll, deals damage, or casts a spell. When the invisibility ends, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Bardic Inspiration die."],["9","Arsonist. The target makes 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."],["10","Coward. The target and each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the start of your next turn. While a creature is Frightened, its {@variantrule Speed|XPHB} is halved (round down), and it can take either an action or a {@variantrule Bonus Action|XPHB}, not both."],["11","Brute. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Strength saving throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and has the {@condition Prone|XPHB} condition. On a successful save, a creature takes half as much damage only."],["12","Priest. The target regains {@variantrule Hit Points|XPHB} equal to two rolls of your Bardic Inspiration die, and one of the following conditions of your choice ends on the target: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}."]]}]}]}]},{"level":6,"name":"Empowered Channeling","entries":["Your ability to channel spirits improves. You gain the following benefits.",{"type":"entries","name":"Power from Beyond","entries":["Once per turn, when you cast a Bard spell with a spell slot that deals damage or restores {@variantrule Hit Points|XPHB}, roll {@dice 1d6}. You gain a bonus equal to the number rolled to one of the spell's damage rolls or to the total {@variantrule Hit Points|XPHB} the spell restores."]},{"type":"entries","name":"Spiritual Manifestation","entries":["You always have the {@spell Spirit Guardians|XPHB} spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.","Whenever you cast the spell, you can modify it so the spirits also guard against worldly threats. When you cast the spell in this way, you and allies within the spell's {@variantrule Emanation [Area of Effect]|XPHB|Emanation} have {@table Cover|XPHB|Half Cover}. Once you modify the spell in this way, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":14,"name":"Mystical Connection","entries":["You gain mastery over the spirits you call forth. Whenever you roll on the {@book Spirits from Beyond table|RHW|1|Spirits from Beyond}, 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 instead choose any effect on the table."]}]},{"name":"College of Spirits","source":"VRGR","image":"classes/VRGR/Spirits Bard.webp","gallery":[{"path":"classes/VRGR/Spirits Bard.webp"}],"features":[{"level":3,"name":"College of Spirits","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.",{"type":"entries","name":"Guiding Whispers","entries":["{@i 3rd-level College of Spirits feature}","You can reach out to spirits to guide you and others. You learn the {@spell 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."]},{"type":"entries","name":"Spiritual Focus","entries":["{@i 3rd-level College of Spirits feature}","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 {@deck tarokka deck|CoS}.","Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled."]},{"type":"entries","name":"Tales from Beyond","entries":["{@i 3rd-level College of Spirits feature}","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.",{"type":"table","caption":"Spirit Tales","colLabels":["Bardic Insp. Die","Tale Told Through You"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@dice 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 {@condition incapacitated} until the end of its next turn."],["8","Tale of the Phantom. The target becomes {@condition 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 {@condition frightened} of the target until the end of the {@condition 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 {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition 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: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition 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 {@condition stunned} until the end of its next turn."]],"data":{"genTables":{"tableInclude":true}}}]}]},{"level":6,"name":"Spirit Session","entries":["{@i 6th-level College of Spirits feature}","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 {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.","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."]},{"level":14,"name":"Mystical Connection","entries":["{@i 14th-level College of Spirits feature}","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.",{"type":"inset","name":"Spirit Tales","entries":["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 {@deck tarokka deck|CoS}, 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 Swords","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"},{"path":"classes/XGE/Swords Bard.webp"}],"features":[{"level":3,"name":"College of Swords","entries":["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.","Their 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.","Blades 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.","If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells."]},{"type":"entries","name":"Fighting Style","entries":["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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Dueling"},{"type":"refOptionalfeature","optionalfeature":"Two-Weapon Fighting"}]}]},{"type":"entries","name":"Blade Flourish","entries":["At 3rd level, you learn to perform impressive displays of martial prowess and speed.","Whenever you take the {@action 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.",{"type":"options","entries":[{"type":"entries","name":"Defensive Flourish","entries":["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."]},{"type":"entries","name":"Slashing Flourish","entries":["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."]},{"type":"entries","name":"Mobile Flourish","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":14,"name":"Master's Flourish","entries":["Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die."]}]},{"name":"College of the Moon","source":"FRHoF","image":"classes/FRHoF/Moon Bard.webp","gallery":[{"path":"classes/FRHoF/Moon Bard.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"College of the Moon","entries":["{@i Inspire Allies with Primal Tales}","The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.",{"type":"entries","name":"Moon's Inspiration","entries":["The primal and ever-changing power of the moon flows through you, granting you the following benefits.",{"type":"entries","name":"Inspired Eclipse","entries":["When you take a {@variantrule Bonus Action|XPHB} to give a creature a Bardic Inspiration die, you can have the {@condition Invisible|XPHB} condition and teleport up to 30 feet to an unoccupied space you can see as part of that {@variantrule Bonus Action|XPHB}. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell."]},{"type":"entries","name":"Lunar Vitality","entries":["Once per turn when you restore {@variantrule Hit Points|XPHB} to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of {@variantrule Hit Points|XPHB} restored by a number equal to a roll of the Bardic Inspiration die. The creature's {@variantrule Speed|XPHB} also increases by 10 feet until the end of its next turn."]}]},{"type":"entries","name":"Primal Lore","entries":["You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.","Additionally, choose one of the following skills: {@skill Animal Handling|XPHB}, {@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB}. You have proficiency in that skill."]}]},{"level":6,"name":"Blessing of Moonlight","entries":["You always have the {@spell Moonbeam|XPHB} spell prepared.","When you cast {@spell Moonbeam|XPHB}, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed {@variantrule Dim Light|XPHB} out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains {@dice 2d4} {@variantrule Hit Points|XPHB}.","Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":14,"name":"Eventide's Splendor","entries":["You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.",{"type":"entries","name":"Shadow of the New Moon","entries":["When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the {@condition Invisible|XPHB} condition and immediately take a {@variantrule Reaction|XPHB} to teleport up to 30 feet to an unoccupied space it can see. The creature remains {@condition Invisible|XPHB} until the start of its next turn."]},{"type":"entries","name":"Vibrance of the Full Moon","entries":["When you use Lunar Vitality, you can roll {@dice 1d6} and use the number rolled in place of expending a Bardic Inspiration die."]}]}]},{"name":"College of Valor","source":"PHB","features":[{"level":3,"name":"College of Valor","entries":["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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons."]},{"type":"entries","name":"Combat Inspiration","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":14,"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."]}]},{"name":"College of Valor","source":"XPHB","image":"classes/XPHB/Valor Bard.webp","gallery":[{"path":"classes/XPHB/Valor Bard.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"College of Valor","entries":["{@i Sing the Deeds of Ancient Heroes}","Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.",{"type":"entries","name":"Combat Inspiration","entries":["You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.",{"type":"entries","name":"Defense","entries":["When the creature is hit by an attack roll, that creature can use its {@variantrule Reaction|XPHB} to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss."]},{"type":"entries","name":"Offense","entries":["Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target."]}]},{"type":"entries","name":"Martial Training","entries":["You gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor} and {@item Shield|XPHB|Shields}.","In addition, you can use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} to cast spells from your {@filter Bard spell list|spells|class=Bard}."]}]},{"level":6,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.","In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks."]},{"level":14,"name":"Battle Magic","entries":["After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}."]}]},{"name":"College of Whispers","source":"XGE","image":"classes/XGE/Bard.webp","gallery":[{"path":"classes/XGE/Bard.webp"},{"path":"classes/XGE/Whispers Bard.webp"}],"features":[{"level":3,"name":"College of Whispers","entries":["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.","Many 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.",{"type":"entries","name":"Psychic Blades","entries":["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 {@damage 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 {@damage 3d6} at 5th level, {@damage 5d6} at 10th level, and {@damage 8d6} at 15th level."]},{"type":"entries","name":"Words of Terror","entries":["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 {@condition frightened} of you or another creature of your choice. The target is {@condition 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":6,"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 ({@skill Insight}) check contested by your Charisma ({@skill 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":14,"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 {@condition 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 {@condition 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."]}]}],"lore":[{"name":"Bard","type":"section","entries":["Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.","A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.","Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.","Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.",{"type":"entries","name":"Music and Magic","entries":["In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.","The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge."]},{"type":"entries","name":"Learning from Experience","entries":["True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.","Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves."]},{"type":"entries","name":"Creating a Bard","entries":["Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.","Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?",{"type":"entries","name":"Quick Build","entries":["You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the {@background entertainer} background. Third, choose the {@spell dancing lights} and {@spell vicious mockery} cantrips, along with the following 1st-level spells: {@spell charm person}, {@spell detect magic}, {@spell healing word}, and {@spell thunderwave}."]}]}],"source":"PHB","page":51},{"type":"section","entries":[{"type":"quote","entries":["Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah, then what manner of music they would bring to this world!"],"by":"Fletcher Danairia, master bard"},"Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.","It is also the bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.","Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances.","To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D world's equivalent of pop stars. If you're playing a bard, consider using one of your favorite musicians as a role model for your character.","You can add some unique aspects to your bard character by considering the suggestions that follow.",{"type":"quote","entries":["Music is stupid. Wait. I changed my mind. Music is fun. Play more music. No, I was right the first time. Music is stupid. But I won't maim you after all, in case I change my mind again."],"by":"Xanathar"},{"type":"entries","name":"Defining Work","entries":["Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.","If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.",{"type":"table","caption":"Defining Work","colLabels":["{@dice d6}","Defining Work"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"\"The Three Flambinis,\" a ribald song concerning mistaken identities and unfettered desire"],[{"type":"cell","roll":{"exact":2}},"\"Waltz of the Myconids,\" an upbeat tune that children in particular enjoy"],[{"type":"cell","roll":{"exact":3}},"\"Asmodeus's Golden Arse,\" a dramatic poem you claim was inspired by your personal visit to Avernus"],[{"type":"cell","roll":{"exact":4}},"\"The Pirates of Luskan,\" your firsthand account of being kidnapped by sea reavers as a child"],[{"type":"cell","roll":{"exact":5}},"\"A Hoop, Two Pigeons, and a Hell Hound,\" a subtle parody of an incompetent noble"],[{"type":"cell","roll":{"exact":6}},"\"A Fool in the Abyss,\" a comedic poem about a jester's travels among demons"]]}]},{"type":"entries","name":"Instrument","entries":["In a bard's quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one's vocal ability. The instrument's quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument's own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.","You might have an \"off the rack\" instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?",{"type":"table","caption":"Instrument","colLabels":["{@dice d6}","Instrument"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A masterfully crafted halfling fiddle"],[{"type":"cell","roll":{"exact":2}},"A mithral {@item horn|PHB} made by elves"],[{"type":"cell","roll":{"exact":3}},"A zither made with drow spider silk"],[{"type":"cell","roll":{"exact":4}},"An orcish {@item drum|PHB}"],[{"type":"cell","roll":{"exact":5}},"A wooden bullywug croak box"],[{"type":"cell","roll":{"exact":6}},"A tinker's harp of gnomish design"]]}]},{"type":"entries","name":"Embarrassment","entries":["Almost every bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.","The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that's guaranteed to please.",{"type":"table","caption":"Embarrassment","colLabels":["{@dice d6}","Embarrassment"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"The time when your comedic song, \"Big Tom's Hijinks\"—which, by the way, you thought was brilliant—did not go over well with Big Tom"],[{"type":"cell","roll":{"exact":2}},"The matinee performance when a circus's owlbear got loose and terrorized the crowd"],[{"type":"cell","roll":{"exact":3}},"When your opening song was your enthusiastic but universally hated rendition of \"Song of the Froghemoth\""],[{"type":"cell","roll":{"exact":4}},"The first and last public performance of \"Mirt, Man about Town\""],[{"type":"cell","roll":{"exact":5}},"The time on stage when your wig caught fire and you threw it down—which set fire to the stage"],[{"type":"cell","roll":{"exact":6}},"When you sat on your {@item lute|PHB} by mistake during the final stanza of \"Starlight Serenade\""]]}]},{"type":"entries","name":"A Bard's Muse","entries":["Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires much of what those bards do in front of an audience.","A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.","If your bard character has a muse, it could be one of the three described here, or one of your own devising.",{"type":"entries","entries":[{"type":"entries","name":"Nature","entries":["You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks."]},{"type":"entries","name":"Love","entries":["You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere—from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion."]},{"type":"entries","name":"Conflict","entries":["Drama embodies conflict, and the best stories have conflict as a key element. From the morning-after tale of a tavern brawl to the saga of an epic battle, from a lover's spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your words and music."]}]}]}],"source":"XGE","page":12}],"gallery":[{"path":"classes/PHB/Bard.webp"}],"hidden":true,"otherVersions":[{"id":"bard","source":"XPHB"}]},{"id":"cleric","name":"Cleric","source":"XPHB","page":68,"srd":true,"image":"classes/XPHB/Cleric.webp","hitDie":"d8","primaryAbility":"Wisdom","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple · Skills: choose 2 from History, Insight, Medicine, Persuasion, Religion","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Cleric Subclass","table":{"headers":["Level","Prof. Bonus","Features","Channel Divinity","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Spellcasting, Divine Order","0","3","4","2","-","-","-","-","-","-","-","-"],["2","+2","Channel Divinity","2","3","5","3","-","-","-","-","-","-","-","-"],["3","+2","Cleric Subclass","2","3","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","2","4","7","4","3","-","-","-","-","-","-","-"],["5","+3","Sear Undead","2","4","9","4","3","2","-","-","-","-","-","-"],["6","+3","Subclass Feature","3","4","10","4","3","3","-","-","-","-","-","-"],["7","+3","Blessed Strikes","3","4","11","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","3","4","12","4","3","3","2","-","-","-","-","-"],["9","+4","-","3","4","14","4","3","3","3","1","-","-","-","-"],["10","+4","Divine Intervention","3","5","15","4","3","3","3","2","-","-","-","-"],["11","+4","-","3","5","16","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","3","5","16","4","3","3","3","2","1","-","-","-"],["13","+5","-","3","5","17","4","3","3","3","2","1","1","-","-"],["14","+5","Improved Blessed Strikes","3","5","17","4","3","3","3","2","1","1","-","-"],["15","+5","-","3","5","18","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","3","5","18","4","3","3","3","2","1","1","1","-"],["17","+6","Subclass Feature","3","5","19","4","3","3","3","2","1","1","1","1"],["18","+6","-","4","5","20","4","3","3","3","3","1","1","1","1"],["19","+6","Epic Boon","4","5","21","4","3","3","3","3","2","1","1","1"],["20","+6","Greater Divine Intervention","4","5","22","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Spellcasting","entries":["You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the {@filter Cleric spell list|spells|class=Cleric} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know three cantrips of your choice from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Guidance|XPHB}, {@spell Sacred Flame|XPHB}, and {@spell Thaumaturgy|XPHB} are recommended.","Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}.","When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}, as shown in the Cantrips column of the Cleric Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, and {@spell Shield of Faith|XPHB} are recommended.","The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the {@filter Cleric spell list|spells|class=Cleric} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.","If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your Cleric spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Cleric spells."]}]}]},{"level":1,"name":"Divine Order","entries":["You have dedicated yourself to one of the following sacred roles of your choice.",{"type":"entries","entries":[{"type":"options","count":1,"entries":[{"type":"entries","name":"Protector","entries":["Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Heavy armor|items|type=Heavy Armor}."]},{"type":"entries","name":"Thaumaturge","entries":["You know one extra cantrip from the {@filter Cleric spell list|spells|class=Cleric}. In addition, your mystical connection to the divine gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Religion|XPHB}) checks. The bonus equals your Wisdom modifier (minimum of +1)."]}]}]}]},{"level":2,"name":"Channel Divinity","entries":["You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.","You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.","If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.",{"type":"entries","entries":[{"type":"entries","name":"Divine Spark","entries":["As a {@action Magic|XPHB} action, you point your {@item Holy Symbol|XPHB} at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll {@dice 1d8} and add your Wisdom modifier. You either restore {@variantrule Hit Points|XPHB} to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).","You roll an additional {@dice d8} when you reach Cleric levels 7 ({@dice 2d8}), 13 ({@dice 3d8}), and 18 ({@dice 4d8})."]},{"type":"entries","name":"Turn Undead","entries":["As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the {@condition Frightened|XPHB} and {@condition Incapacitated|XPHB} conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the {@condition Incapacitated|XPHB} condition, or if you die."]}]}]},{"level":3,"name":"Cleric Subclass","entries":["You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16."]},{"level":5,"name":"Sear Undead","entries":["Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of {@dice 1d8}) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Cleric Subclass."]},{"level":7,"name":"Blessed Strikes","entries":["Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).",{"type":"entries","entries":[{"type":"entries","name":"Divine Strike","entries":["Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra {@damage 1d8} Necrotic or Radiant damage (your choice)."]},{"type":"entries","name":"Potent Spellcasting","entries":["Add your Wisdom modifier to the damage you deal with any Cleric cantrip."]}]}]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":10,"name":"Divine Intervention","entries":["You can call on your deity or pantheon to intervene on your behalf. As a {@action Magic|XPHB} action, choose any Cleric spell of level 5 or lower that doesn't require a {@variantrule Reaction|XPHB} to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Improved Blessed Strikes","entries":["The option you chose for Blessed Strikes grows more powerful.",{"type":"entries","entries":[{"type":"entries","name":"Divine Strike","entries":["The extra damage of your Divine Strike increases to {@damage 2d8}."]},{"type":"entries","name":"Potent Spellcasting","entries":["When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of {@variantrule Temporary Hit Points|XPHB} equal to twice your Wisdom modifier."]}]}]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Subclass Feature","entries":["You gain a feature from your Cleric Subclass."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended."]},{"level":20,"name":"Greater Divine Intervention","entries":["You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose {@spell Wish|XPHB} when you select a spell. If you do so, you can't use Divine Intervention again until you finish {@dice 2d4} Long Rests."]}],"subclasses":[{"name":"Ambition Domain (PSA)","source":"PSA","image":"classes/PSA/Ambition (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Ambition (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Ambition Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."]},"Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Ambition Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell disguise self}"],["3rd","{@spell mirror image}, {@spell ray of enfeeblement}"],["5th","{@spell bestow curse}, {@spell vampiric touch}"],["7th","{@spell death ward}, {@spell dimension door}"],["9th","{@spell dominate person}, {@spell modify memory}"]]},{"type":"entries","name":"Warding Flare","entries":["When you choose this domain 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 {@condition 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":2,"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 {@status concentration} (as if you were {@status concentration||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":6,"name":"Channel Divinity: Cloak of Shadows","entries":["Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell."]},{"level":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Arcana Domain","source":"SCAG","image":"classes/SCAG/Arcana Cleric.webp","gallery":[{"path":"classes/SCAG/Arcana Cleric.webp"}],"features":[{"level":1,"name":"Arcana Domain","entries":["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.","The 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 {@deity Azuth|Faerûnian|SCAG} and {@deity Mystra|Faerûnian|SCAG}, as well as {@deity Corellon Larethian|Elven|SCAG} of the elven pantheon. In other worlds, this domain includes {@deity Hecate|Greek}, {@deity Math Mathonwy|Celtic}, and {@deity Isis|Egyptian}; the triple moon gods of {@deity Solinari|Dragonlance}, {@deity Lunitari|Dragonlance}, and {@deity Nuitari|Dragonlance} of Krynn; and {@deity Boccob|Greyhawk}, {@deity Vecna|Greyhawk}, and {@deity Wee Jas|Greyhawk} of Greyhawk.","At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.",{"type":"table","caption":"Arcana Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell detect magic}, {@spell magic missile}"],["3rd","{@spell magic weapon}, {@spell Nystul's magic aura}"],["5th","{@spell dispel magic}, {@spell magic circle}"],["7th","{@spell arcane eye}, {@spell Leomund's secret chest}"],["9th","{@spell planar binding}, {@spell teleportation circle}"]]},{"type":"entries","name":"Arcane Initiate","entries":["When you choose this domain at 1st level, you gain proficiency in the {@skill Arcana} skill, and you gain two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. For you, these cantrips count as cleric cantrips."]}]},{"level":2,"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 {@action 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 {@action Dodge} action.","After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the {@spell banishment} spell, no {@status 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.",{"type":"table","caption":"Arcane Banishment","colLabels":["Cleric level","Banishes Creatures of CR..."],"colStyles":["col-2 text-center","col-10"],"rows":[["5th","1/2 or lower"],["8th","1 or lower"],["11th","2 or lower"],["14th","3 or lower"],["17th","4 or lower"]]}]},{"level":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Death Domain","source":"DMG","image":"classes/DMG/Death Cleric.webp","gallery":[{"path":"classes/DMG/Death Cleric.webp"}],"features":[{"level":1,"name":"Death Domain","entries":["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 {@deity Chemosh|Dragonlance}, {@deity Myrkul}, and {@deity Wee Jas|Greyhawk} are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder ({@deity Anubis|Egyptian}, {@deity Bhaal}, and Pyremius), pain ({@deity Iuz|Greyhawk} or {@deity Loviatar}), disease or poison ({@deity Incabulos|Greyhawk}, {@deity Talona}, or {@deity Morgion|Dragonlance}), and the underworld ({@deity Hades|Greek} and {@deity Hel|Norse}).","At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.",{"type":"table","caption":"Death Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell false life}, {@spell ray of sickness}"],["3rd","{@spell blindness/deafness}, {@spell ray of enfeeblement}"],["5th","{@spell animate dead}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell cloudkill}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons."]},{"type":"entries","name":"Reaper","entries":["At 1st level, the cleric learns one {@filter necromancy cantrip|spells|level=0|school=N} 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":2,"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":6,"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":8,"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 {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Forge Domain","source":"XGE","image":"classes/XGE/Forge Cleric.webp","gallery":[{"path":"classes/XGE/Forge Cleric.webp"}],"features":[{"level":1,"name":"Forge Domain","entries":["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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Forge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell identify}, {@spell searing smite}"],["3rd","{@spell heat metal}, {@spell magic weapon}"],["5th","{@spell elemental weapon}, {@spell protection from energy}"],["7th","{@spell fabricate}, {@spell wall of fire}"],["9th","{@spell animate objects}, {@spell creation}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor and {@item smith's tools|phb}."]},{"type":"entries","name":"Blessing of the Forge","entries":["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 {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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":2,"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 {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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":6,"name":"Soul of the Forge","entries":["Starting at 6th level, your mastery of the forge grants you special abilities:",{"type":"list","items":["You gain resistance to fire damage.","While wearing heavy armor, you gain a +1 bonus to AC."]}]},{"level":8,"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 {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Saint of Forge and Fire","entries":["At 17th level, your blessed affinity with fire and metal becomes more powerful:",{"type":"list","items":["You gain immunity to fire damage,","While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]}]},{"name":"Grave Domain","source":"RHW","image":"classes/RHW/Grave Domain Cleric.webp","gallery":[{"path":"classes/RHW/Grave Domain Cleric.webp","title":"Grave Domain Cleric","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Grave Domain","entries":["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 {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. 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.",{"type":"table","caption":"Grave Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["3rd","{@spell gentle repose}, {@spell ray of enfeeblement}"],["5th","{@spell revivify}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell raise dead}"]]},{"type":"entries","name":"Circle of Mortality","entries":["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 {@spell 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."]},{"type":"entries","name":"Eyes of the Grave","entries":["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 {@quickref Cover||3||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":6,"name":"Sentinel at Death's Door","entries":["When you or a {@status Bloodied|XPHB} creature you can see within 60 feet of yourself is hit with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve that attack's damage (round down). If the triggering attack roll was a {@variantrule Critical Hit|XPHB}, any effects triggered by a {@variantrule Critical Hit|XPHB} 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 {@variantrule Long Rest|XPHB}."]},{"level":17,"name":"Divine Reaper","entries":["Your deep connection to this domain renders you a hallowed harbinger of death, granting you the following benefits.",{"type":"entries","name":"Enhanced Necromancy","entries":["When you cast a spell of level 5 or lower from the Necromancy school that targets one creature, or when you cast a spell from the {@book Grave Domain Spells table|RHW|1|Grave Domain Spells}, you can expend a use of Channel Divinity to target a second creature within the spell's range. If the spell requires costly or consumed Material components, you must provide Material components for each target."]},{"type":"entries","name":"Keeper of Souls","entries":["When an enemy dies within 60 feet of you, you or one creature you can see within 60 feet of yourself regains {@variantrule Hit Points|XPHB} equal to twice your Cleric level. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition. Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, unless you expend a level 6+ spell slot (no action required) to restore your use of it."]}]}]},{"name":"Grave Domain","source":"XGE","image":"classes/XGE/Grave Cleric.webp","gallery":[{"path":"classes/XGE/Grave Cleric.webp"}],"features":[{"level":1,"name":"Grave Domain","entries":["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 {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. 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.",{"type":"table","caption":"Grave Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["3rd","{@spell gentle repose}, {@spell ray of enfeeblement}"],["5th","{@spell revivify}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell raise dead}"]]},{"type":"entries","name":"Circle of Mortality","entries":["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 {@spell 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."]},{"type":"entries","name":"Eyes of the Grave","entries":["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 {@quickref Cover||3||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":2,"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":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@condition incapacitated}. Once you use it, you can't do so again until the start of your next turn."]}]},{"name":"Knowledge Domain","source":"FRHoF","image":"classes/FRHoF/Knowledge Cleric.webp","gallery":[{"path":"classes/FRHoF/Knowledge Cleric.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]},{"level":6,"name":"Unfettered Mind","entries":["You gain {@variantrule telepathy|XPHB} out to 60 feet. When you use this {@variantrule telepathy|XPHB}, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).","Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it."]},{"level":17,"name":"Divine Foreknowledge","entries":["As a {@variantrule Bonus Action|XPHB}, you magically expand your mind to the future. For 1 hour, you have {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of this feature by expending a level 6+ spell slot (no action required)."]}]},{"name":"Knowledge Domain","source":"PHB","features":[{"level":1,"name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]},{"level":2,"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":6,"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 {@spell suggestion} spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell."]},{"level":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@status 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.",{"type":"entries","entries":[{"type":"entries","name":"Object Reading","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Area Reading","entries":["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."]}]}]}]},{"name":"Knowledge Domain (PSA)","source":"PSA","image":"classes/PSA/Knowledge (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Knowledge (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Knowledge Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife."]},"Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.","Kefnet's domain is identical to the {@class Cleric|PHB|Knowledge domain in the Player's Handbook|Knowledge|PHB}.",{"type":"entries","name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]}]}]},{"name":"Life Domain","source":"PHB","features":[{"level":1,"name":"Life Domain","entries":["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 {@deity Chauntea}, {@deity Arawai|Eberron}, and {@deity Demeter|Greek}), sun gods (such as {@deity Lathander}, {@deity Pelor|Greyhawk}, and {@deity Re-Horakhty|Egyptian}), gods of healing or endurance (such as {@deity Ilmater}, {@deity Mishakal|Dragonlance}, {@deity Apollo|Greek}, and {@deity Diancecht|Celtic}), and gods of home and community (such as {@deity Hestia|Greek}, {@deity Hathor|Egyptian}, and {@deity Boldrei|Eberron}).","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Life Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bless}, {@spell cure wounds}"],["3rd","{@spell lesser restoration}, {@spell spiritual weapon}"],["5th","{@spell beacon of hope}, {@spell revivify}"],["7th","{@spell death ward}, {@spell guardian of faith}"],["9th","{@spell mass cure wounds}, {@spell raise dead}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor."]},{"type":"entries","name":"Disciple of Life","entries":["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":2,"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":6,"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":8,"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 {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@dice 2d6} hit points to a creature, you restore 12."]}]},{"name":"Life Domain","source":"XPHB","image":"classes/XPHB/Life Cleric.webp","gallery":[{"path":"classes/XPHB/Life Cleric.webp","credit":"Tomas Duchek"}],"features":[{"level":3,"name":"Life Domain","entries":["{@i Soothe the Hurts of the World}","The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.","Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.",{"type":"entries","name":"Life Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Life Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Aid|XPHB}, {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}"],["5th","{@spell Mass Healing Word|XPHB}, {@spell Revivify|XPHB}"],["7th","{@spell Aura of Life|XPHB}, {@spell Death Ward|XPHB}"],["9th","{@spell Greater Restoration|XPHB}, {@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Disciple of Life","entries":["When a spell you cast with a spell slot restores {@variantrule Hit Points|XPHB} to a creature, that creature regains additional {@variantrule Hit Points|XPHB} on the turn you cast the spell. The additional {@variantrule Hit Points|XPHB} equal 2 plus the spell slot's level."]},{"type":"entries","name":"Preserve Life","entries":["As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to evoke healing energy that can restore a number of {@variantrule Hit Points|XPHB} equal to five times your Cleric level. Choose {@status Bloodied|XPHB} creatures within 30 feet of yourself (which can include you), and divide those {@variantrule Hit Points|XPHB} among them. This feature can restore a creature to no more than half its {@variantrule Hit Points|XPHB|Hit Point} maximum."]}]},{"level":6,"name":"Blessed Healer","entries":["The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores {@variantrule Hit Points|XPHB} to one creature other than you, you regain {@variantrule Hit Points|XPHB} equal to 2 plus the spell slot's level."]},{"level":17,"name":"Supreme Healing","entries":["When you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to a creature with a spell, you restore 12."]}]},{"name":"Light Domain","source":"PHB","features":[{"level":1,"name":"Light Domain","entries":["Gods of light—including {@deity Helm}, {@deity Lathander}, {@deity Pholtus|Greyhawk}, {@deity Branchala|Dragonlance}, {@deity the Silver Flame|Eberron}, {@deity Belenus|Celtic}, {@deity Apollo|Greek}, and {@deity Re-Horakhty|Egyptian}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Light Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell burning hands}, {@spell faerie fire}"],["3rd","{@spell flaming sphere}, {@spell scorching ray}"],["5th","{@spell daylight}, {@spell fireball}"],["7th","{@spell guardian of faith}, {@spell wall of fire}"],["9th","{@spell flame strike}, {@spell scrying}"]]},{"type":"entries","name":"Bonus Cantrip","entries":["When you choose this domain at 1st level, you gain the {@spell light} cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know."]},{"type":"entries","name":"Warding Flare","entries":["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 {@condition 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":2,"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 {@damage 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has {@quickref Cover||3||total cover} from you is not affected."]},{"level":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Light Domain","source":"XPHB","image":"classes/XPHB/Light Cleric.webp","gallery":[{"path":"classes/XPHB/Light Cleric.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Light Domain","entries":["{@i Bring Light to Banish Darkness}","The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.","The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.",{"type":"entries","name":"Light Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Light Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Burning Hands|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Scorching Ray|XPHB}, {@spell See Invisibility|XPHB}"],["5th","{@spell Daylight|XPHB}, {@spell Fireball|XPHB}"],["7th","{@spell Arcane Eye|XPHB}, {@spell Wall of Fire|XPHB}"],["9th","{@spell Flame Strike|XPHB}, {@spell Scrying|XPHB}"]]}]},{"type":"entries","name":"Radiance of the Dawn","entries":["As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to emit a flash of light in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself. Any magical {@variantrule Darkness|XPHB}—such as that created by the {@spell Darkness|XPHB} spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to {@dice 2d10} plus your Cleric level on a failed save or half as much damage on a successful one."]},{"type":"entries","name":"Warding Flare","entries":["When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on the attack roll, causing light to flare before it hits or misses.","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 {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Improved Warding Flare","entries":["You regain all expended uses of your Warding Flare when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 2d6} plus your Wisdom modifier."]},{"level":17,"name":"Corona of Light","entries":["As a {@action Magic|XPHB} action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. Your enemies in the {@variantrule Bright Light|XPHB} have {@variantrule Disadvantage|XPHB} on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Nature Domain","source":"PHB","features":[{"level":1,"name":"Nature Domain","entries":["Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as {@deity Silvanus}, {@deity Obad-Hai|Greyhawk}, {@deity Chislev|Dragonlance}, {@deity Balinor|Eberron}, and {@deity Pan|Greek}) to friendly deities associated with particular springs and groves (such as {@deity 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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Nature Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell animal friendship}, {@spell speak with animals}"],["3rd","{@spell barkskin}, {@spell spike growth}"],["5th","{@spell plant growth}, {@spell wind wall}"],["7th","{@spell dominate beast}, {@spell grasping vine}"],["9th","{@spell insect plague}, {@spell tree stride}"]]},{"type":"entries","name":"Acolyte of Nature","entries":["At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, or {@skill Survival}."]},{"type":"entries","name":"Bonus Proficiency","entries":["Also at 1st level, you gain proficiency with heavy armor."]}]},{"level":2,"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 {@condition charmed} by you for 1 minute or until it takes damage. While it is {@condition charmed} by you, it is friendly to you and other creatures you designate."]},{"level":6,"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":8,"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 {@damage 1d8} cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Master of Nature","entries":["At 17th level, you gain the ability to command animals and plant creatures. While creatures are {@condition 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."]}]},{"name":"Order Domain","source":"TCE","image":"classes/TCE/Order Cleric.webp","gallery":[{"path":"classes/TCE/Order Cleric.webp"}],"features":[{"level":1,"name":"Order Domain","entries":["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 {@deity Bane}, {@deity Tyr}, {@deity Majere|Dragonlance}, {@deity Erathis|Dawn War|DMG}, {@deity Pholtus|Greyhawk}, {@deity Wee Jas|Greyhawk}, {@deity Aureon|Eberron}, {@deity Maglubiyet|Nonhuman}, {@deity Nuada|Celtic}, {@deity Athena|Greek}, {@deity Anubis|Egyptian}, {@deity Forseti|Norse}, and {@deity Asmodeus|Dawn War|DMG}.","The 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.","Law 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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Order Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell heroism}"],["3rd","{@spell hold person}, {@spell zone of truth}"],["5th","{@spell mass healing word}, {@spell slow}"],["7th","{@spell compulsion}, {@spell locate creature}"],["9th","{@spell commune}, {@spell dominate person}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice)."]},{"type":"entries","name":"Voice of Authority","entries":["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":2,"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 {@condition charmed} by you until the end of your next turn or until the {@condition charmed} creature takes any damage. You can also cause any of the {@condition charmed} creatures to drop what they are holding when they fail the saving throw."]},{"level":6,"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":8,"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 {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@damage 2d8} psychic damage, and the curse ends. You can curse a creature in this way only once per turn."]}]},{"name":"Peace Domain","source":"TCE","image":"classes/TCE/Peace Cleric.webp","gallery":[{"path":"classes/TCE/Peace Cleric.webp"}],"features":[{"level":1,"name":"Peace Domain","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.",{"type":"table","caption":"Peace Deities","colLabels":["Example Deity","Pantheon"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["{@deity Angharradh|Elven|SCAG}","Elven"],["{@deity Berronar Truesilver|Dwarven|SCAG}","Dwarven"],["{@deity Boldrei|Eberron}","Eberron"],["{@deity Cyrrollalee|Halfling|SCAG}","Halfling"],["{@deity Eldath}","Forgotten Realms"],["{@deity Gaerdal Ironhand|Gnomish|SCAG}","Gnomish"],["{@deity Paladine|Dragonlance}","Dragonlance"],["{@deity Rao|Greyhawk}","Greyhawk"]]},{"name":"Domain Spells","type":"entries","entries":["{@i 1st-level Peace Domain feature}","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.",{"type":"table","caption":"Peace Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell heroism}, {@spell sanctuary}"],["3rd","{@spell aid}, {@spell warding bond}"],["5th","{@spell beacon of hope}, {@spell sending}"],["7th","{@spell aura of purity}, {@spell Otiluke's resilient sphere}"],["9th","{@spell greater restoration}, {@spell Rary's telepathic bond}"]]}]},{"type":"entries","name":"Implement of Peace","entries":["{@i 1st-level Peace Domain feature}","You gain proficiency in the {@skill Insight}, {@skill Performance}, or {@skill Persuasion} skill (your choice)."]},{"type":"entries","name":"Emboldening Bond","entries":["{@i 1st-level Peace Domain feature}","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 {@dice d4} and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the {@dice 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."]}]},{"level":2,"name":"Channel Divinity: Balm of Peace","entries":["{@i 2nd-level Peace Domain feature}","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 {@dice 2d6} + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action."]},{"level":6,"name":"Protective Bond","entries":["{@i 6th-level Peace Domain feature}","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."]},{"level":8,"name":"Potent Spellcasting","entries":["{@i 8th-level Peace Domain feature}","You add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Expansive Bond","entries":["{@i 17th-level Peace Domain feature}","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."]}]},{"name":"Solidarity Domain (PSA)","source":"PSA","image":"classes/PSA/Solidarity (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Solidarity (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Solidarity Domain (PSA)","entries":[{"type":"quote","entries":["The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action."]},"Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Solidarity Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bless}, {@spell guiding bolt}"],["3rd","{@spell aid}, {@spell warding bond}"],["5th","{@spell beacon of hope}, {@spell crusader's mantle}"],["7th","{@spell aura of life}, {@spell guardian of faith}"],["9th","{@spell circle of power}, {@spell mass cure wounds}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor."]},{"type":"entries","name":"Solidarity's Action","entries":["Also at 1st level, when you take the {@action Help} action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest."]}]},{"level":2,"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":6,"name":"Oketra'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":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@dice 2d6} hit points to a creature, you restore 12."]}]},{"name":"Strength Domain (PSA)","source":"PSA","image":"classes/PSA/Strength (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Strength (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Strength Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall hone a strong body that can withstand the boundless energies of the afterlife."]},"It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Strength Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell divine favor}, {@spell shield of faith}"],["3rd","{@spell enhance ability}, {@spell protection from poison}"],["5th","{@spell haste}, {@spell protection from energy}"],["7th","{@spell dominate beast}, {@spell stoneskin}"],["9th","{@spell destructive wave}, {@spell insect plague}"]]},{"type":"entries","name":"Acolyte of Strength","entries":["At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Athletics}, {@skill Nature}, or {@skill Survival}."]},{"type":"entries","name":"Bonus Proficiency","entries":["Also at 1st level, you gain proficiency with heavy armor."]}]},{"level":2,"name":"Channel Divinity: Feat of Strength","entries":["At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails."]},{"level":6,"name":"Rhonas's Blessing","entries":["At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail."]},{"level":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Avatar of Battle","entries":["At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]},{"name":"Tempest Domain","source":"PHB","features":[{"level":1,"name":"Tempest Domain","entries":["Gods whose portfolios include the Tempest domain—including {@deity Talos}, {@deity Umberlee}, {@deity Kord|Greyhawk}, {@deity Zeboim|Dragonlance}, {@deity the Devourer|Eberron}, {@deity Zeus|Greek}, and {@deity Thor|Norse}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Tempest Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell fog cloud}, {@spell thunderwave}"],["3rd","{@spell gust of wind}, {@spell shatter}"],["5th","{@spell call lightning}, {@spell sleet storm}"],["7th","{@spell control water}, {@spell ice storm}"],["9th","{@spell destructive wave}, {@spell insect plague}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Wrath of the Storm","entries":["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 {@damage 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":2,"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":6,"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":8,"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 {@damage 1d8} thunder damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Stormborn","entries":["At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors."]}]},{"name":"Trickery Domain","source":"PHB","features":[{"level":1,"name":"Trickery Domain","entries":["Gods of trickery—such as {@deity Tymora}, {@deity Beshaba}, {@deity Olidammara|Greyhawk}, {@deity the Traveler|Eberron}, {@deity Garl Glittergold|Nonhuman}, and {@deity Loki|Norse}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Trickery Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell charm person}, {@spell disguise self}"],["3rd","{@spell mirror image}, {@spell pass without trace}"],["5th","{@spell blink}, {@spell dispel magic}"],["7th","{@spell dimension door}, {@spell polymorph}"],["9th","{@spell dominate person}, {@spell modify memory}"]]},{"type":"entries","name":"Blessing of the Trickster","entries":["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 ({@skill Stealth}) checks. This blessing lasts for 1 hour or until you use this feature again."]}]},{"level":2,"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 {@status concentration} (as if you were {@status concentration||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":6,"name":"Channel Divinity: Cloak of Shadows","entries":["Starting at 6th level, you can use your Channel Divinity to vanish.","As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell."]},{"level":8,"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 {@damage 1d8} poison damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Trickery Domain","source":"XPHB","image":"classes/XPHB/Trickery Cleric.webp","gallery":[{"path":"classes/XPHB/Trickery Cleric.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Trickery Domain","entries":["{@i Make Mischief and Challenge Authority}","The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.","Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.",{"type":"entries","name":"Trickery Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Trickery Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Pass without Trace|XPHB}"],["5th","{@spell Hypnotic Pattern|XPHB}, {@spell Nondetection|XPHB}"],["7th","{@spell Confusion|XPHB}, {@spell Dimension Door|XPHB}"],["9th","{@spell Dominate Person|XPHB}, {@spell Modify Memory|XPHB}"]]}]},{"type":"entries","name":"Blessing of the Trickster","entries":["As a {@action Magic|XPHB} action, you can choose yourself or a willing creature within 30 feet of yourself to have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. This blessing lasts until you finish a {@variantrule Long Rest|XPHB} or you use this feature again."]},{"type":"entries","name":"Invoke Duplicity","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the {@condition Incapacitated|XPHB} condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.",{"type":"entries","name":"Cast Spells","entries":["You can cast spells as though you were in the illusion's space, but you must use your own senses."]},{"type":"entries","name":"Distract","entries":["When both you and your illusion are within 5 feet of a creature that can see the illusion, you have {@variantrule Advantage|XPHB} on attack rolls against that creature, given how distracting the illusion is to the target."]},{"type":"entries","name":"Move","entries":["As a {@variantrule Bonus Action|XPHB}, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself."]}]}]},{"level":6,"name":"Trickster's Transposition","entries":["Whenever you take the {@variantrule Bonus Action|XPHB} to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion."]},{"level":17,"name":"Improved Duplicity","entries":["The illusion of your Invoke Duplicity has grown more powerful in the following ways.",{"type":"entries","entries":[{"type":"entries","name":"Shared Distraction","entries":["When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have {@variantrule Advantage|XPHB}."]},{"type":"entries","name":"Healing Illusion","entries":["When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of {@variantrule Hit Points|XPHB} equal to your Cleric level."]}]}]}]},{"name":"Twilight Domain","source":"TCE","image":"classes/TCE/Twilight Cleric.webp","gallery":[{"path":"classes/TCE/Twilight Cleric.webp"}],"features":[{"level":1,"name":"Twilight Domain","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.",{"type":"table","caption":"Twilight Deities","colLabels":["Example Deity","Pantheon"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["{@deity Boldrei|Eberron}","Eberron"],["{@deity Celestian|Greyhawk}","Greyhawk"],["{@deity Dol Arrah|Eberron}","Eberron"],["{@deity Helm}","Forgotten Realms"],["{@deity Ilmater}","Forgotten Realms"],["{@deity Mishakal|Dragonlance}","Dragonlance"],["{@deity Selûne}","Forgotten Realms"],["{@deity Yondalla|Nonhuman}","Halfling"]]},{"name":"Domain Spells","type":"entries","entries":["{@i 1st-level Twilight Domain feature}","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.",{"type":"table","caption":"Twilight Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell sleep}"],["3rd","{@spell moonbeam}, {@spell see invisibility}"],["5th","{@spell aura of vitality}, {@spell Leomund's tiny hut}"],["7th","{@spell aura of life}, {@spell greater invisibility}"],["9th","{@spell circle of power}, {@spell mislead}"]]}]},{"type":"entries","name":"Bonus Proficiencies","entries":["{@i 1st-level Twilight Domain feature}","You gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Eyes of Night","entries":["{@i 1st-level Twilight Domain feature}","You can see through the deepest gloom. You have {@sense 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 {@sense 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 {@sense 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."]},{"type":"entries","name":"Vigilant Blessing","entries":["{@i 1st-level Twilight Domain feature}","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."]}]},{"level":2,"name":"Channel Divinity: Twilight Sanctuary","entries":["{@i 2nd-level Twilight Domain feature}","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 {@condition incapacitated} or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:",{"type":"list","items":["You grant it temporary hit points equal to {@dice 1d6} plus your cleric level.","You end one effect on it causing it to be {@condition charmed} or {@condition frightened}."]}]},{"level":6,"name":"Steps of Night","entries":["{@i 6th-level Twilight Domain feature}","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."]},{"level":8,"name":"Divine Strike","entries":["{@i 8th-level Twilight Domain feature}","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 {@damage 1d8} radiant damage. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Twilight Shroud","entries":["{@i 17th-level Twilight Domain feature}","The twilight that you summon offers a protective embrace: you and your allies have {@quickref Cover||3||half cover} while in the sphere created by your Twilight Sanctuary."]}]},{"name":"War Domain","source":"PHB","features":[{"level":1,"name":"War Domain","entries":["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 {@deity Torm}, {@deity Heironeous|Greyhawk}, and {@deity Kiri-Jolith|Dragonlance}) as well as gods of destruction and pillage (such as {@deity Erythnul|Greyhawk}, {@deity the Fury|Eberron}, {@deity Gruumsh|Nonhuman}, and {@deity Ares|Greek}) and gods of conquest and domination (such as {@deity Bane}, {@deity Hextor|Greyhawk}, and {@deity Maglubiyet|Nonhuman}). Other war gods (such as {@deity Tempus}, {@deity Nike|Greek}, and {@deity Nuada|Celtic}) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"War Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell divine favor}, {@spell shield of faith}"],["3rd","{@spell magic weapon}, {@spell spiritual weapon}"],["5th","{@spell crusader's mantle}, {@spell spirit guardians}"],["7th","{@spell freedom of movement}, {@spell stoneskin}"],["9th","{@spell flame strike}, {@spell hold monster}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"War Priest","entries":["From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action 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":2,"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":6,"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":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Avatar of Battle","entries":["At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]},{"name":"War Domain","source":"XPHB","image":"classes/XPHB/War Cleric.webp","gallery":[{"path":"classes/XPHB/War Cleric.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"War Domain","entries":["{@i Inspire Valor and Smite Foes}","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. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.","Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.",{"type":"entries","name":"War Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"War Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Guiding Bolt|XPHB}, {@spell Magic Weapon|XPHB}, {@spell Shield of Faith|XPHB}, {@spell Spiritual Weapon|XPHB}"],["5th","{@spell Crusader's Mantle|XPHB}, {@spell Spirit Guardians|XPHB}"],["7th","{@spell Fire Shield|XPHB}, {@spell Freedom of Movement|XPHB}"],["9th","{@spell Hold Monster|XPHB}, {@spell Steel Wind Strike|XPHB}"]]}]},{"type":"entries","name":"War Priest","entries":["As a {@variantrule Bonus Action|XPHB}, you can make one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Guided Strike","entries":["When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a {@variantrule Reaction|XPHB} to do so."]}]},{"level":6,"name":"War God's Blessing","entries":["You can expend a use of your Channel Divinity to cast {@spell Shield of Faith|XPHB} or {@spell Spiritual Weapon|XPHB} rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require {@status Concentration|XPHB}. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the {@condition Incapacitated|XPHB} condition, or die."]},{"level":17,"name":"Avatar of Battle","entries":["You gain {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]}]},{"name":"Zeal Domain (PSA)","source":"PSA","image":"classes/PSA/Zeal (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Zeal (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Zeal Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way."]},"The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Zeal Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell searing smite}, {@spell thunderous smite}"],["3rd","{@spell magic weapon}, {@spell shatter}"],["5th","{@spell haste}, {@spell fireball}"],["7th","{@spell fire shield||fire shield (warm shield only)}, {@spell freedom of movement}"],["9th","{@spell destructive wave}, {@spell flame strike}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Priest of Zeal","entries":["From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action 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":2,"name":"Channel Divinity: Consuming Fervor","entries":["Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.","When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling."]},{"level":6,"name":"Resounding Strike","entries":["At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you."]},{"level":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Blaze of Glory","entries":["Starting at 17th level, you can delay death for an instant to perform a final heroic act.","When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra {@damage 5d10} fire damage and an extra {@damage 5d10} damage of the weapon's type. You then fall {@condition unconscious} and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.","Once you use this feature, you can't use it again until you finish a long rest."]}]}],"lore":[{"type":"section","name":"Cleric","source":"XPHB","page":68,"entries":["Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.","Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.","Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can."]}],"gallery":[{"path":"classes/XPHB/Cleric.webp","credit":"Michael Broussard"},{"path":"classes/XPHB/051-03-027.cleric-praying.webp","title":"A Cleric prays for the day's spells","credit":"Irina Nordsol"}],"otherVersions":[{"id":"cleric-phb","source":"PHB"}]},{"id":"cleric-phb","name":"Cleric","source":"PHB","page":56,"srd":false,"image":"classes/PHB/Cleric.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple · Skills: choose 2 from History, Insight, Medicine, Persuasion, Religion","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Divine Domain","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Spellcasting, Divine Domain","3","2","-","-","-","-","-","-","-","-"],["2","+2","Channel Divinity, Channel Divinity: Harness Divine Power, Divine Domain feature","3","3","-","-","-","-","-","-","-","-"],["3","+2","-","3","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement, Cantrip Versatility","4","4","3","-","-","-","-","-","-","-"],["5","+3","Destroy Undead (CR 1/2)","4","4","3","2","-","-","-","-","-","-"],["6","+3","Channel Divinity, Divine Domain feature","4","4","3","3","-","-","-","-","-","-"],["7","+3","-","4","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature","4","4","3","3","2","-","-","-","-","-"],["9","+4","-","4","4","3","3","3","1","-","-","-","-"],["10","+4","Divine Intervention","5","4","3","3","3","2","-","-","-","-"],["11","+4","Destroy Undead (CR 2)","5","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","5","4","3","3","3","2","1","-","-","-"],["13","+5","-","5","4","3","3","3","2","1","1","-","-"],["14","+5","Destroy Undead (CR 3)","5","4","3","3","3","2","1","1","-","-"],["15","+5","-","5","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","5","4","3","3","3","2","1","1","1","-"],["17","+6","Destroy Undead (CR 4), Divine Domain feature","5","4","3","3","3","2","1","1","1","1"],["18","+6","Channel Divinity","5","4","3","3","3","3","1","1","1","1"],["19","+6","Ability Score Improvement","5","4","3","3","3","3","2","1","1","1"],["20","+6","Divine Intervention Improvement","5","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Spellcasting","entries":["As a conduit for divine power, you can cast cleric spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for a selection of {@filter cleric spells|spells|class=cleric}.",{"type":"entries","name":"Cantrips","entries":["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."]},{"type":"entries","name":"Preparing and Casting Spells","entries":["The Cleric table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric} 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 {@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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["wis"]},{"type":"abilityAttackMod","name":"Spell","attributes":["wis"]}]},{"type":"entries","name":"Ritual Casting","entries":["You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item holy symbol|phb} as a spellcasting focus for your cleric spells."]}]},{"level":1,"name":"Divine Domain","entries":["Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.",{"type":"entries","name":"Domain Spells","entries":["Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.","If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you."]}]},{"level":2,"name":"Channel Divinity","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.",{"type":"entries","name":"Channel Divinity: Turn Undead","entries":["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 {@action 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 {@action Dodge} action."]}]},{"level":2,"name":"Channel Divinity: Harness Divine Power","entries":["{@i 2nd-level cleric {@variantrule optional class features|tce|optional 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."]},{"level":2,"name":"Divine Domain feature","entries":["At 2nd level, you gain a feature from your Divine Domain."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Cantrip Versatility","entries":["{@i 4th-level cleric {@variantrule optional class features|tce|optional 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 {@filter cleric spell list|spells|level=0|class=Cleric}."]},{"level":5,"name":"Destroy Undead (CR 1/2)","entries":["Starting at 5th level, when an {@filter undead of CR 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed."]},{"level":6,"name":"Channel Divinity","entries":["Beginning at 6th level, you can use your Channel Divinity twice between rests."]},{"level":6,"name":"Divine Domain feature","entries":["At 6th level, you gain a feature from your Divine Domain."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":8,"name":"Destroy Undead (CR 1)","entries":["Starting at 8th level, when an {@filter undead of CR 1 or lower|bestiary|challenge rating=[&0;&1]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed."]},{"level":8,"name":"Divine Domain feature","entries":["At 8th level, you gain a feature from your Divine Domain."]},{"level":10,"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."]},{"level":11,"name":"Destroy Undead (CR 2)","entries":["Starting at 11th level, when an {@filter undead of CR 2 or lower|bestiary|challenge rating=[&0;&2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Destroy Undead (CR 3)","entries":["Starting at 14th level, when an {@filter undead of CR 3 or lower|bestiary|challenge rating=[&0;&3]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Destroy Undead (CR 4)","entries":["Starting at 17th level, when an {@filter undead of CR 4 or lower|bestiary|challenge rating=[&0;&4]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed."]},{"level":17,"name":"Divine Domain feature","entries":["At 17th level, you gain a feature from your Divine Domain."]},{"level":18,"name":"Channel Divinity","entries":["Beginning at 18th level, you can use your Channel Divinity three times between rests."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Divine Intervention Improvement","entries":["At 20th level, your call for intervention succeeds automatically, no roll required."]}],"subclasses":[{"name":"Ambition Domain (PSA)","source":"PSA","image":"classes/PSA/Ambition (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Ambition (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Ambition Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."]},"Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Ambition Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell disguise self}"],["3rd","{@spell mirror image}, {@spell ray of enfeeblement}"],["5th","{@spell bestow curse}, {@spell vampiric touch}"],["7th","{@spell death ward}, {@spell dimension door}"],["9th","{@spell dominate person}, {@spell modify memory}"]]},{"type":"entries","name":"Warding Flare","entries":["When you choose this domain 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 {@condition 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":2,"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 {@status concentration} (as if you were {@status concentration||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":6,"name":"Channel Divinity: Cloak of Shadows","entries":["Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell."]},{"level":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Arcana Domain","source":"SCAG","image":"classes/SCAG/Arcana Cleric.webp","gallery":[{"path":"classes/SCAG/Arcana Cleric.webp"}],"features":[{"level":1,"name":"Arcana Domain","entries":["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.","The 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 {@deity Azuth|Faerûnian|SCAG} and {@deity Mystra|Faerûnian|SCAG}, as well as {@deity Corellon Larethian|Elven|SCAG} of the elven pantheon. In other worlds, this domain includes {@deity Hecate|Greek}, {@deity Math Mathonwy|Celtic}, and {@deity Isis|Egyptian}; the triple moon gods of {@deity Solinari|Dragonlance}, {@deity Lunitari|Dragonlance}, and {@deity Nuitari|Dragonlance} of Krynn; and {@deity Boccob|Greyhawk}, {@deity Vecna|Greyhawk}, and {@deity Wee Jas|Greyhawk} of Greyhawk.","At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.",{"type":"table","caption":"Arcana Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell detect magic}, {@spell magic missile}"],["3rd","{@spell magic weapon}, {@spell Nystul's magic aura}"],["5th","{@spell dispel magic}, {@spell magic circle}"],["7th","{@spell arcane eye}, {@spell Leomund's secret chest}"],["9th","{@spell planar binding}, {@spell teleportation circle}"]]},{"type":"entries","name":"Arcane Initiate","entries":["When you choose this domain at 1st level, you gain proficiency in the {@skill Arcana} skill, and you gain two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. For you, these cantrips count as cleric cantrips."]}]},{"level":2,"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 {@action 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 {@action Dodge} action.","After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the {@spell banishment} spell, no {@status 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.",{"type":"table","caption":"Arcane Banishment","colLabels":["Cleric level","Banishes Creatures of CR..."],"colStyles":["col-2 text-center","col-10"],"rows":[["5th","1/2 or lower"],["8th","1 or lower"],["11th","2 or lower"],["14th","3 or lower"],["17th","4 or lower"]]}]},{"level":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Death Domain","source":"DMG","image":"classes/DMG/Death Cleric.webp","gallery":[{"path":"classes/DMG/Death Cleric.webp"}],"features":[{"level":1,"name":"Death Domain","entries":["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 {@deity Chemosh|Dragonlance}, {@deity Myrkul}, and {@deity Wee Jas|Greyhawk} are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder ({@deity Anubis|Egyptian}, {@deity Bhaal}, and Pyremius), pain ({@deity Iuz|Greyhawk} or {@deity Loviatar}), disease or poison ({@deity Incabulos|Greyhawk}, {@deity Talona}, or {@deity Morgion|Dragonlance}), and the underworld ({@deity Hades|Greek} and {@deity Hel|Norse}).","At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.",{"type":"table","caption":"Death Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell false life}, {@spell ray of sickness}"],["3rd","{@spell blindness/deafness}, {@spell ray of enfeeblement}"],["5th","{@spell animate dead}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell cloudkill}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons."]},{"type":"entries","name":"Reaper","entries":["At 1st level, the cleric learns one {@filter necromancy cantrip|spells|level=0|school=N} 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":2,"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":6,"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":8,"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 {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Forge Domain","source":"XGE","image":"classes/XGE/Forge Cleric.webp","gallery":[{"path":"classes/XGE/Forge Cleric.webp"}],"features":[{"level":1,"name":"Forge Domain","entries":["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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Forge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell identify}, {@spell searing smite}"],["3rd","{@spell heat metal}, {@spell magic weapon}"],["5th","{@spell elemental weapon}, {@spell protection from energy}"],["7th","{@spell fabricate}, {@spell wall of fire}"],["9th","{@spell animate objects}, {@spell creation}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor and {@item smith's tools|phb}."]},{"type":"entries","name":"Blessing of the Forge","entries":["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 {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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":2,"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 {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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":6,"name":"Soul of the Forge","entries":["Starting at 6th level, your mastery of the forge grants you special abilities:",{"type":"list","items":["You gain resistance to fire damage.","While wearing heavy armor, you gain a +1 bonus to AC."]}]},{"level":8,"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 {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Saint of Forge and Fire","entries":["At 17th level, your blessed affinity with fire and metal becomes more powerful:",{"type":"list","items":["You gain immunity to fire damage,","While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]}]},{"name":"Grave Domain","source":"RHW","image":"classes/RHW/Grave Domain Cleric.webp","gallery":[{"path":"classes/RHW/Grave Domain Cleric.webp","title":"Grave Domain Cleric","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Grave Domain","entries":["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 {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. 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.",{"type":"table","caption":"Grave Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["3rd","{@spell gentle repose}, {@spell ray of enfeeblement}"],["5th","{@spell revivify}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell raise dead}"]]},{"type":"entries","name":"Circle of Mortality","entries":["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 {@spell 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."]},{"type":"entries","name":"Eyes of the Grave","entries":["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 {@quickref Cover||3||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":6,"name":"Sentinel at Death's Door","entries":["When you or a {@status Bloodied|XPHB} creature you can see within 60 feet of yourself is hit with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve that attack's damage (round down). If the triggering attack roll was a {@variantrule Critical Hit|XPHB}, any effects triggered by a {@variantrule Critical Hit|XPHB} 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 {@variantrule Long Rest|XPHB}."]},{"level":17,"name":"Divine Reaper","entries":["Your deep connection to this domain renders you a hallowed harbinger of death, granting you the following benefits.",{"type":"entries","name":"Enhanced Necromancy","entries":["When you cast a spell of level 5 or lower from the Necromancy school that targets one creature, or when you cast a spell from the {@book Grave Domain Spells table|RHW|1|Grave Domain Spells}, you can expend a use of Channel Divinity to target a second creature within the spell's range. If the spell requires costly or consumed Material components, you must provide Material components for each target."]},{"type":"entries","name":"Keeper of Souls","entries":["When an enemy dies within 60 feet of you, you or one creature you can see within 60 feet of yourself regains {@variantrule Hit Points|XPHB} equal to twice your Cleric level. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition. Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, unless you expend a level 6+ spell slot (no action required) to restore your use of it."]}]}]},{"name":"Grave Domain","source":"XGE","image":"classes/XGE/Grave Cleric.webp","gallery":[{"path":"classes/XGE/Grave Cleric.webp"}],"features":[{"level":1,"name":"Grave Domain","entries":["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 {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. 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.",{"type":"table","caption":"Grave Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["3rd","{@spell gentle repose}, {@spell ray of enfeeblement}"],["5th","{@spell revivify}, {@spell vampiric touch}"],["7th","{@spell blight}, {@spell death ward}"],["9th","{@spell antilife shell}, {@spell raise dead}"]]},{"type":"entries","name":"Circle of Mortality","entries":["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 {@spell 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."]},{"type":"entries","name":"Eyes of the Grave","entries":["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 {@quickref Cover||3||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":2,"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":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@condition incapacitated}. Once you use it, you can't do so again until the start of your next turn."]}]},{"name":"Knowledge Domain","source":"FRHoF","image":"classes/FRHoF/Knowledge Cleric.webp","gallery":[{"path":"classes/FRHoF/Knowledge Cleric.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]},{"level":6,"name":"Unfettered Mind","entries":["You gain {@variantrule telepathy|XPHB} out to 60 feet. When you use this {@variantrule telepathy|XPHB}, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).","Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it."]},{"level":17,"name":"Divine Foreknowledge","entries":["As a {@variantrule Bonus Action|XPHB}, you magically expand your mind to the future. For 1 hour, you have {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of this feature by expending a level 6+ spell slot (no action required)."]}]},{"name":"Knowledge Domain","source":"PHB","features":[{"level":1,"name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]},{"level":2,"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":6,"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 {@spell suggestion} spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell."]},{"level":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@status 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.",{"type":"entries","entries":[{"type":"entries","name":"Object Reading","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Area Reading","entries":["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."]}]}]}]},{"name":"Knowledge Domain (PSA)","source":"PSA","image":"classes/PSA/Knowledge (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Knowledge (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Knowledge Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife."]},"Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.","Kefnet's domain is identical to the {@class Cleric|PHB|Knowledge domain in the Player's Handbook|Knowledge|PHB}.",{"type":"entries","name":"Knowledge Domain","entries":["The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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 {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Knowledge Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell identify}"],["3rd","{@spell augury}, {@spell suggestion}"],["5th","{@spell nondetection}, {@spell speak with dead}"],["7th","{@spell arcane eye}, {@spell confusion}"],["9th","{@spell legend lore}, {@spell scrying}"]]},{"type":"entries","name":"Blessings of Knowledge","entries":["At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","Your proficiency bonus is doubled for any ability check you make that uses either of those skills."]}]}]}]},{"name":"Life Domain","source":"PHB","features":[{"level":1,"name":"Life Domain","entries":["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 {@deity Chauntea}, {@deity Arawai|Eberron}, and {@deity Demeter|Greek}), sun gods (such as {@deity Lathander}, {@deity Pelor|Greyhawk}, and {@deity Re-Horakhty|Egyptian}), gods of healing or endurance (such as {@deity Ilmater}, {@deity Mishakal|Dragonlance}, {@deity Apollo|Greek}, and {@deity Diancecht|Celtic}), and gods of home and community (such as {@deity Hestia|Greek}, {@deity Hathor|Egyptian}, and {@deity Boldrei|Eberron}).","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Life Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bless}, {@spell cure wounds}"],["3rd","{@spell lesser restoration}, {@spell spiritual weapon}"],["5th","{@spell beacon of hope}, {@spell revivify}"],["7th","{@spell death ward}, {@spell guardian of faith}"],["9th","{@spell mass cure wounds}, {@spell raise dead}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor."]},{"type":"entries","name":"Disciple of Life","entries":["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":2,"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":6,"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":8,"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 {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@dice 2d6} hit points to a creature, you restore 12."]}]},{"name":"Life Domain","source":"XPHB","image":"classes/XPHB/Life Cleric.webp","gallery":[{"path":"classes/XPHB/Life Cleric.webp","credit":"Tomas Duchek"}],"features":[{"level":3,"name":"Life Domain","entries":["{@i Soothe the Hurts of the World}","The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.","Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.",{"type":"entries","name":"Life Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Life Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Aid|XPHB}, {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}"],["5th","{@spell Mass Healing Word|XPHB}, {@spell Revivify|XPHB}"],["7th","{@spell Aura of Life|XPHB}, {@spell Death Ward|XPHB}"],["9th","{@spell Greater Restoration|XPHB}, {@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Disciple of Life","entries":["When a spell you cast with a spell slot restores {@variantrule Hit Points|XPHB} to a creature, that creature regains additional {@variantrule Hit Points|XPHB} on the turn you cast the spell. The additional {@variantrule Hit Points|XPHB} equal 2 plus the spell slot's level."]},{"type":"entries","name":"Preserve Life","entries":["As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to evoke healing energy that can restore a number of {@variantrule Hit Points|XPHB} equal to five times your Cleric level. Choose {@status Bloodied|XPHB} creatures within 30 feet of yourself (which can include you), and divide those {@variantrule Hit Points|XPHB} among them. This feature can restore a creature to no more than half its {@variantrule Hit Points|XPHB|Hit Point} maximum."]}]},{"level":6,"name":"Blessed Healer","entries":["The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores {@variantrule Hit Points|XPHB} to one creature other than you, you regain {@variantrule Hit Points|XPHB} equal to 2 plus the spell slot's level."]},{"level":17,"name":"Supreme Healing","entries":["When you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to a creature with a spell, you restore 12."]}]},{"name":"Light Domain","source":"PHB","features":[{"level":1,"name":"Light Domain","entries":["Gods of light—including {@deity Helm}, {@deity Lathander}, {@deity Pholtus|Greyhawk}, {@deity Branchala|Dragonlance}, {@deity the Silver Flame|Eberron}, {@deity Belenus|Celtic}, {@deity Apollo|Greek}, and {@deity Re-Horakhty|Egyptian}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Light Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell burning hands}, {@spell faerie fire}"],["3rd","{@spell flaming sphere}, {@spell scorching ray}"],["5th","{@spell daylight}, {@spell fireball}"],["7th","{@spell guardian of faith}, {@spell wall of fire}"],["9th","{@spell flame strike}, {@spell scrying}"]]},{"type":"entries","name":"Bonus Cantrip","entries":["When you choose this domain at 1st level, you gain the {@spell light} cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know."]},{"type":"entries","name":"Warding Flare","entries":["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 {@condition 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":2,"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 {@damage 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has {@quickref Cover||3||total cover} from you is not affected."]},{"level":6,"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":8,"name":"Potent Spellcasting","entries":["Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Light Domain","source":"XPHB","image":"classes/XPHB/Light Cleric.webp","gallery":[{"path":"classes/XPHB/Light Cleric.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Light Domain","entries":["{@i Bring Light to Banish Darkness}","The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.","The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.",{"type":"entries","name":"Light Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Light Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Burning Hands|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Scorching Ray|XPHB}, {@spell See Invisibility|XPHB}"],["5th","{@spell Daylight|XPHB}, {@spell Fireball|XPHB}"],["7th","{@spell Arcane Eye|XPHB}, {@spell Wall of Fire|XPHB}"],["9th","{@spell Flame Strike|XPHB}, {@spell Scrying|XPHB}"]]}]},{"type":"entries","name":"Radiance of the Dawn","entries":["As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to emit a flash of light in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself. Any magical {@variantrule Darkness|XPHB}—such as that created by the {@spell Darkness|XPHB} spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to {@dice 2d10} plus your Cleric level on a failed save or half as much damage on a successful one."]},{"type":"entries","name":"Warding Flare","entries":["When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on the attack roll, causing light to flare before it hits or misses.","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 {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Improved Warding Flare","entries":["You regain all expended uses of your Warding Flare when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 2d6} plus your Wisdom modifier."]},{"level":17,"name":"Corona of Light","entries":["As a {@action Magic|XPHB} action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. Your enemies in the {@variantrule Bright Light|XPHB} have {@variantrule Disadvantage|XPHB} on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Nature Domain","source":"PHB","features":[{"level":1,"name":"Nature Domain","entries":["Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as {@deity Silvanus}, {@deity Obad-Hai|Greyhawk}, {@deity Chislev|Dragonlance}, {@deity Balinor|Eberron}, and {@deity Pan|Greek}) to friendly deities associated with particular springs and groves (such as {@deity 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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Nature Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell animal friendship}, {@spell speak with animals}"],["3rd","{@spell barkskin}, {@spell spike growth}"],["5th","{@spell plant growth}, {@spell wind wall}"],["7th","{@spell dominate beast}, {@spell grasping vine}"],["9th","{@spell insect plague}, {@spell tree stride}"]]},{"type":"entries","name":"Acolyte of Nature","entries":["At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, or {@skill Survival}."]},{"type":"entries","name":"Bonus Proficiency","entries":["Also at 1st level, you gain proficiency with heavy armor."]}]},{"level":2,"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 {@condition charmed} by you for 1 minute or until it takes damage. While it is {@condition charmed} by you, it is friendly to you and other creatures you designate."]},{"level":6,"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":8,"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 {@damage 1d8} cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Master of Nature","entries":["At 17th level, you gain the ability to command animals and plant creatures. While creatures are {@condition 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."]}]},{"name":"Order Domain","source":"TCE","image":"classes/TCE/Order Cleric.webp","gallery":[{"path":"classes/TCE/Order Cleric.webp"}],"features":[{"level":1,"name":"Order Domain","entries":["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 {@deity Bane}, {@deity Tyr}, {@deity Majere|Dragonlance}, {@deity Erathis|Dawn War|DMG}, {@deity Pholtus|Greyhawk}, {@deity Wee Jas|Greyhawk}, {@deity Aureon|Eberron}, {@deity Maglubiyet|Nonhuman}, {@deity Nuada|Celtic}, {@deity Athena|Greek}, {@deity Anubis|Egyptian}, {@deity Forseti|Norse}, and {@deity Asmodeus|Dawn War|DMG}.","The 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.","Law 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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Order Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell command}, {@spell heroism}"],["3rd","{@spell hold person}, {@spell zone of truth}"],["5th","{@spell mass healing word}, {@spell slow}"],["7th","{@spell compulsion}, {@spell locate creature}"],["9th","{@spell commune}, {@spell dominate person}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice)."]},{"type":"entries","name":"Voice of Authority","entries":["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":2,"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 {@condition charmed} by you until the end of your next turn or until the {@condition charmed} creature takes any damage. You can also cause any of the {@condition charmed} creatures to drop what they are holding when they fail the saving throw."]},{"level":6,"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":8,"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 {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@damage 2d8} psychic damage, and the curse ends. You can curse a creature in this way only once per turn."]}]},{"name":"Peace Domain","source":"TCE","image":"classes/TCE/Peace Cleric.webp","gallery":[{"path":"classes/TCE/Peace Cleric.webp"}],"features":[{"level":1,"name":"Peace Domain","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.",{"type":"table","caption":"Peace Deities","colLabels":["Example Deity","Pantheon"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["{@deity Angharradh|Elven|SCAG}","Elven"],["{@deity Berronar Truesilver|Dwarven|SCAG}","Dwarven"],["{@deity Boldrei|Eberron}","Eberron"],["{@deity Cyrrollalee|Halfling|SCAG}","Halfling"],["{@deity Eldath}","Forgotten Realms"],["{@deity Gaerdal Ironhand|Gnomish|SCAG}","Gnomish"],["{@deity Paladine|Dragonlance}","Dragonlance"],["{@deity Rao|Greyhawk}","Greyhawk"]]},{"name":"Domain Spells","type":"entries","entries":["{@i 1st-level Peace Domain feature}","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.",{"type":"table","caption":"Peace Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell heroism}, {@spell sanctuary}"],["3rd","{@spell aid}, {@spell warding bond}"],["5th","{@spell beacon of hope}, {@spell sending}"],["7th","{@spell aura of purity}, {@spell Otiluke's resilient sphere}"],["9th","{@spell greater restoration}, {@spell Rary's telepathic bond}"]]}]},{"type":"entries","name":"Implement of Peace","entries":["{@i 1st-level Peace Domain feature}","You gain proficiency in the {@skill Insight}, {@skill Performance}, or {@skill Persuasion} skill (your choice)."]},{"type":"entries","name":"Emboldening Bond","entries":["{@i 1st-level Peace Domain feature}","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 {@dice d4} and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the {@dice 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."]}]},{"level":2,"name":"Channel Divinity: Balm of Peace","entries":["{@i 2nd-level Peace Domain feature}","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 {@dice 2d6} + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action."]},{"level":6,"name":"Protective Bond","entries":["{@i 6th-level Peace Domain feature}","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."]},{"level":8,"name":"Potent Spellcasting","entries":["{@i 8th-level Peace Domain feature}","You add your Wisdom modifier to the damage you deal with any cleric cantrip."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Expansive Bond","entries":["{@i 17th-level Peace Domain feature}","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."]}]},{"name":"Solidarity Domain (PSA)","source":"PSA","image":"classes/PSA/Solidarity (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Solidarity (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Solidarity Domain (PSA)","entries":[{"type":"quote","entries":["The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action."]},"Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Solidarity Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bless}, {@spell guiding bolt}"],["3rd","{@spell aid}, {@spell warding bond}"],["5th","{@spell beacon of hope}, {@spell crusader's mantle}"],["7th","{@spell aura of life}, {@spell guardian of faith}"],["9th","{@spell circle of power}, {@spell mass cure wounds}"]]},{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this domain at 1st level, you gain proficiency with heavy armor."]},{"type":"entries","name":"Solidarity's Action","entries":["Also at 1st level, when you take the {@action Help} action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest."]}]},{"level":2,"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":6,"name":"Oketra'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":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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 {@dice 2d6} hit points to a creature, you restore 12."]}]},{"name":"Strength Domain (PSA)","source":"PSA","image":"classes/PSA/Strength (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Strength (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Strength Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall hone a strong body that can withstand the boundless energies of the afterlife."]},"It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Strength Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell divine favor}, {@spell shield of faith}"],["3rd","{@spell enhance ability}, {@spell protection from poison}"],["5th","{@spell haste}, {@spell protection from energy}"],["7th","{@spell dominate beast}, {@spell stoneskin}"],["9th","{@spell destructive wave}, {@spell insect plague}"]]},{"type":"entries","name":"Acolyte of Strength","entries":["At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Athletics}, {@skill Nature}, or {@skill Survival}."]},{"type":"entries","name":"Bonus Proficiency","entries":["Also at 1st level, you gain proficiency with heavy armor."]}]},{"level":2,"name":"Channel Divinity: Feat of Strength","entries":["At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails."]},{"level":6,"name":"Rhonas's Blessing","entries":["At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail."]},{"level":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Avatar of Battle","entries":["At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]},{"name":"Tempest Domain","source":"PHB","features":[{"level":1,"name":"Tempest Domain","entries":["Gods whose portfolios include the Tempest domain—including {@deity Talos}, {@deity Umberlee}, {@deity Kord|Greyhawk}, {@deity Zeboim|Dragonlance}, {@deity the Devourer|Eberron}, {@deity Zeus|Greek}, and {@deity Thor|Norse}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Tempest Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell fog cloud}, {@spell thunderwave}"],["3rd","{@spell gust of wind}, {@spell shatter}"],["5th","{@spell call lightning}, {@spell sleet storm}"],["7th","{@spell control water}, {@spell ice storm}"],["9th","{@spell destructive wave}, {@spell insect plague}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Wrath of the Storm","entries":["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 {@damage 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":2,"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":6,"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":8,"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 {@damage 1d8} thunder damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Stormborn","entries":["At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors."]}]},{"name":"Trickery Domain","source":"PHB","features":[{"level":1,"name":"Trickery Domain","entries":["Gods of trickery—such as {@deity Tymora}, {@deity Beshaba}, {@deity Olidammara|Greyhawk}, {@deity the Traveler|Eberron}, {@deity Garl Glittergold|Nonhuman}, and {@deity Loki|Norse}—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.","At each indicated cleric level, you add the listed spells to your spells prepared.",{"type":"table","caption":"Trickery Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell charm person}, {@spell disguise self}"],["3rd","{@spell mirror image}, {@spell pass without trace}"],["5th","{@spell blink}, {@spell dispel magic}"],["7th","{@spell dimension door}, {@spell polymorph}"],["9th","{@spell dominate person}, {@spell modify memory}"]]},{"type":"entries","name":"Blessing of the Trickster","entries":["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 ({@skill Stealth}) checks. This blessing lasts for 1 hour or until you use this feature again."]}]},{"level":2,"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 {@status concentration} (as if you were {@status concentration||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":6,"name":"Channel Divinity: Cloak of Shadows","entries":["Starting at 6th level, you can use your Channel Divinity to vanish.","As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell."]},{"level":8,"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 {@damage 1d8} poison damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"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."]}]},{"name":"Trickery Domain","source":"XPHB","image":"classes/XPHB/Trickery Cleric.webp","gallery":[{"path":"classes/XPHB/Trickery Cleric.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Trickery Domain","entries":["{@i Make Mischief and Challenge Authority}","The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.","Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.",{"type":"entries","name":"Trickery Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Trickery Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Pass without Trace|XPHB}"],["5th","{@spell Hypnotic Pattern|XPHB}, {@spell Nondetection|XPHB}"],["7th","{@spell Confusion|XPHB}, {@spell Dimension Door|XPHB}"],["9th","{@spell Dominate Person|XPHB}, {@spell Modify Memory|XPHB}"]]}]},{"type":"entries","name":"Blessing of the Trickster","entries":["As a {@action Magic|XPHB} action, you can choose yourself or a willing creature within 30 feet of yourself to have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. This blessing lasts until you finish a {@variantrule Long Rest|XPHB} or you use this feature again."]},{"type":"entries","name":"Invoke Duplicity","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the {@condition Incapacitated|XPHB} condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.",{"type":"entries","name":"Cast Spells","entries":["You can cast spells as though you were in the illusion's space, but you must use your own senses."]},{"type":"entries","name":"Distract","entries":["When both you and your illusion are within 5 feet of a creature that can see the illusion, you have {@variantrule Advantage|XPHB} on attack rolls against that creature, given how distracting the illusion is to the target."]},{"type":"entries","name":"Move","entries":["As a {@variantrule Bonus Action|XPHB}, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself."]}]}]},{"level":6,"name":"Trickster's Transposition","entries":["Whenever you take the {@variantrule Bonus Action|XPHB} to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion."]},{"level":17,"name":"Improved Duplicity","entries":["The illusion of your Invoke Duplicity has grown more powerful in the following ways.",{"type":"entries","entries":[{"type":"entries","name":"Shared Distraction","entries":["When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have {@variantrule Advantage|XPHB}."]},{"type":"entries","name":"Healing Illusion","entries":["When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of {@variantrule Hit Points|XPHB} equal to your Cleric level."]}]}]}]},{"name":"Twilight Domain","source":"TCE","image":"classes/TCE/Twilight Cleric.webp","gallery":[{"path":"classes/TCE/Twilight Cleric.webp"}],"features":[{"level":1,"name":"Twilight Domain","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.",{"type":"table","caption":"Twilight Deities","colLabels":["Example Deity","Pantheon"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["{@deity Boldrei|Eberron}","Eberron"],["{@deity Celestian|Greyhawk}","Greyhawk"],["{@deity Dol Arrah|Eberron}","Eberron"],["{@deity Helm}","Forgotten Realms"],["{@deity Ilmater}","Forgotten Realms"],["{@deity Mishakal|Dragonlance}","Dragonlance"],["{@deity Selûne}","Forgotten Realms"],["{@deity Yondalla|Nonhuman}","Halfling"]]},{"name":"Domain Spells","type":"entries","entries":["{@i 1st-level Twilight Domain feature}","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.",{"type":"table","caption":"Twilight Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell sleep}"],["3rd","{@spell moonbeam}, {@spell see invisibility}"],["5th","{@spell aura of vitality}, {@spell Leomund's tiny hut}"],["7th","{@spell aura of life}, {@spell greater invisibility}"],["9th","{@spell circle of power}, {@spell mislead}"]]}]},{"type":"entries","name":"Bonus Proficiencies","entries":["{@i 1st-level Twilight Domain feature}","You gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Eyes of Night","entries":["{@i 1st-level Twilight Domain feature}","You can see through the deepest gloom. You have {@sense 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 {@sense 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 {@sense 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."]},{"type":"entries","name":"Vigilant Blessing","entries":["{@i 1st-level Twilight Domain feature}","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."]}]},{"level":2,"name":"Channel Divinity: Twilight Sanctuary","entries":["{@i 2nd-level Twilight Domain feature}","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 {@condition incapacitated} or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:",{"type":"list","items":["You grant it temporary hit points equal to {@dice 1d6} plus your cleric level.","You end one effect on it causing it to be {@condition charmed} or {@condition frightened}."]}]},{"level":6,"name":"Steps of Night","entries":["{@i 6th-level Twilight Domain feature}","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."]},{"level":8,"name":"Divine Strike","entries":["{@i 8th-level Twilight Domain feature}","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 {@damage 1d8} radiant damage. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Twilight Shroud","entries":["{@i 17th-level Twilight Domain feature}","The twilight that you summon offers a protective embrace: you and your allies have {@quickref Cover||3||half cover} while in the sphere created by your Twilight Sanctuary."]}]},{"name":"War Domain","source":"PHB","features":[{"level":1,"name":"War Domain","entries":["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 {@deity Torm}, {@deity Heironeous|Greyhawk}, and {@deity Kiri-Jolith|Dragonlance}) as well as gods of destruction and pillage (such as {@deity Erythnul|Greyhawk}, {@deity the Fury|Eberron}, {@deity Gruumsh|Nonhuman}, and {@deity Ares|Greek}) and gods of conquest and domination (such as {@deity Bane}, {@deity Hextor|Greyhawk}, and {@deity Maglubiyet|Nonhuman}). Other war gods (such as {@deity Tempus}, {@deity Nike|Greek}, and {@deity Nuada|Celtic}) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"War Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell divine favor}, {@spell shield of faith}"],["3rd","{@spell magic weapon}, {@spell spiritual weapon}"],["5th","{@spell crusader's mantle}, {@spell spirit guardians}"],["7th","{@spell freedom of movement}, {@spell stoneskin}"],["9th","{@spell flame strike}, {@spell hold monster}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"War Priest","entries":["From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action 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":2,"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":6,"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":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Avatar of Battle","entries":["At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."]}]},{"name":"War Domain","source":"XPHB","image":"classes/XPHB/War Cleric.webp","gallery":[{"path":"classes/XPHB/War Cleric.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"War Domain","entries":["{@i Inspire Valor and Smite Foes}","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. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.","Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.",{"type":"entries","name":"War Domain Spells","entries":["Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"War Domain Spells","colLabels":["Cleric Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Guiding Bolt|XPHB}, {@spell Magic Weapon|XPHB}, {@spell Shield of Faith|XPHB}, {@spell Spiritual Weapon|XPHB}"],["5th","{@spell Crusader's Mantle|XPHB}, {@spell Spirit Guardians|XPHB}"],["7th","{@spell Fire Shield|XPHB}, {@spell Freedom of Movement|XPHB}"],["9th","{@spell Hold Monster|XPHB}, {@spell Steel Wind Strike|XPHB}"]]}]},{"type":"entries","name":"War Priest","entries":["As a {@variantrule Bonus Action|XPHB}, you can make one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Guided Strike","entries":["When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a {@variantrule Reaction|XPHB} to do so."]}]},{"level":6,"name":"War God's Blessing","entries":["You can expend a use of your Channel Divinity to cast {@spell Shield of Faith|XPHB} or {@spell Spiritual Weapon|XPHB} rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require {@status Concentration|XPHB}. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the {@condition Incapacitated|XPHB} condition, or die."]},{"level":17,"name":"Avatar of Battle","entries":["You gain {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]}]},{"name":"Zeal Domain (PSA)","source":"PSA","image":"classes/PSA/Zeal (PSA) Cleric.webp","gallery":[{"path":"classes/PSA/Zeal (PSA) Cleric.webp"}],"features":[{"level":1,"name":"Zeal Domain (PSA)","entries":[{"type":"quote","entries":["The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way."]},"The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.","At each indicated cleric level, add the listed spells to your spells prepared.",{"type":"table","caption":"Zeal Domain Spells","colLabels":["Cleric Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell searing smite}, {@spell thunderous smite}"],["3rd","{@spell magic weapon}, {@spell shatter}"],["5th","{@spell haste}, {@spell fireball}"],["7th","{@spell fire shield||fire shield (warm shield only)}, {@spell freedom of movement}"],["9th","{@spell destructive wave}, {@spell flame strike}"]]},{"type":"entries","name":"Bonus Proficiencies","entries":["At 1st level, you gain proficiency with martial weapons and heavy armor."]},{"type":"entries","name":"Priest of Zeal","entries":["From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action 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":2,"name":"Channel Divinity: Consuming Fervor","entries":["Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.","When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling."]},{"level":6,"name":"Resounding Strike","entries":["At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you."]},{"level":8,"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 {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}."]},{"level":8,"name":"Blessed Strikes","entries":["{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}","You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn."]},{"level":17,"name":"Blaze of Glory","entries":["Starting at 17th level, you can delay death for an instant to perform a final heroic act.","When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra {@damage 5d10} fire damage and an extra {@damage 5d10} damage of the weapon's type. You then fall {@condition unconscious} and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.","Once you use this feature, you can't use it again until you finish a long rest."]}]}],"lore":[{"name":"Cleric","type":"section","entries":["Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.","Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.","Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.","Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.",{"type":"entries","name":"Healers and Warriors","entries":["Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.","Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.","Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side."]},{"type":"entries","name":"Divine Agents","entries":["Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.","When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.","Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it."]},{"type":"entries","name":"Creating a Cleric","entries":["As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.","Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?",{"type":"entries","name":"Quick Build","entries":["You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the {@background acolyte} background."]}]}],"source":"PHB","page":56},{"type":"section","entries":[{"type":"quote","entries":["To become a cleric is to become a messenger of the gods. The power the divine offers is great, but it always comes with tremendous responsibility."],"by":"Riggby the patriarch"},"Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.","The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.","If you're playing a cleric character, the following sections offer ways to add some detail to that character's history and personality.",{"type":"quote","entries":["I don't understand the attraction of gods. Why would anyone worship anything other than me?"],"by":"Xanathar"},{"type":"entries","name":"Temple","entries":["Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.","Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?",{"type":"table","caption":"Temple","colLabels":["{@dice d6}","Temple"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your temple is said to be the oldest surviving structure built to honor your god."],[{"type":"cell","roll":{"exact":2}},"Acolytes of several like-minded deities all received instruction together in your temple."],[{"type":"cell","roll":{"exact":3}},"You come from a temple famed for the brewery it operates. Some say you smell like one of its ales."],[{"type":"cell","roll":{"exact":4}},"Your temple is a fortress and a proving ground that trains warrior-priests."],[{"type":"cell","roll":{"exact":5}},"Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests."],[{"type":"cell","roll":{"exact":6}},"You served in a temple in the Outer Planes."]]},{"type":"entries","name":"Keepsake","entries":["Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.",{"type":"table","caption":"Keepsake","colLabels":["{@dice d6}","Keepsake"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"The finger bone of a saint"],[{"type":"cell","roll":{"exact":2}},"A metal-bound book that tells how to hunt and destroy infernal creatures"],[{"type":"cell","roll":{"exact":3}},"A pig's whistle that reminds you of your humble and beloved mentor"],[{"type":"cell","roll":{"exact":4}},"A braid of hair woven from the tail of a unicorn"],[{"type":"cell","roll":{"exact":5}},"A scroll that describes how best to rid the world of necromancers"],[{"type":"cell","roll":{"exact":6}},"A runestone said to be blessed by your god"]]}]},{"type":"entries","name":"Secret","entries":["No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.","If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.",{"type":"table","caption":"Secret","colLabels":["{@dice d6}","Secret"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful."],[{"type":"cell","roll":{"exact":2}},"You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures."],[{"type":"cell","roll":{"exact":3}},"You acknowledge the power of the gods, but you think that most events are dictated by pure chance."],[{"type":"cell","roll":{"exact":4}},"Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself."],[{"type":"cell","roll":{"exact":5}},"You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression."],[{"type":"cell","roll":{"exact":6}},"In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness."]]}]},{"type":"inset","name":"Serving a Pantheon, Philosophy, or Force","entries":["The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.","Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the Dungeon Master's Guide explores options like these, in the section \"Gods of Your World.\"","Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.","The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic."]}]}],"source":"XGE","page":17}],"gallery":[{"path":"classes/PHB/Cleric.webp"}],"hidden":true,"otherVersions":[{"id":"cleric","source":"XPHB"}]},{"id":"druid","name":"Druid","source":"XPHB","page":78,"srd":true,"image":"classes/XPHB/Druid.webp","hitDie":"d8","primaryAbility":"Wisdom","savingThrows":"Intelligence, Wisdom","proficiencies":"Armor: Light, Shield · Weapons: Simple · Tools: Herbalism Kit · Skills: choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival","armorProficiencies":"Light, Shield","weaponProficiencies":"Simple","toolProficiencies":"Herbalism Kit","subclassTitle":"Druid Subclass","table":{"headers":["Level","Prof. Bonus","Features","Wild Shape","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Druidic, Primal Order, Spellcasting","0","2","4","2","-","-","-","-","-","-","-","-"],["2","+2","Wild Companion, Wild Shape","2","2","5","3","-","-","-","-","-","-","-","-"],["3","+2","Druid Subclass","2","2","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","2","3","7","4","3","-","-","-","-","-","-","-"],["5","+3","Wild Resurgence","2","3","9","4","3","2","-","-","-","-","-","-"],["6","+3","Subclass Feature","3","3","10","4","3","3","-","-","-","-","-","-"],["7","+3","Elemental Fury","3","3","11","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","3","3","12","4","3","3","2","-","-","-","-","-"],["9","+4","-","3","3","14","4","3","3","3","1","-","-","-","-"],["10","+4","Subclass Feature","3","4","15","4","3","3","3","2","-","-","-","-"],["11","+4","-","3","4","16","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","3","4","16","4","3","3","3","2","1","-","-","-"],["13","+5","-","3","4","17","4","3","3","3","2","1","1","-","-"],["14","+5","Subclass Feature","3","4","17","4","3","3","3","2","1","1","-","-"],["15","+5","Improved Elemental Fury","3","4","18","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","3","4","18","4","3","3","3","2","1","1","1","-"],["17","+6","-","4","4","19","4","3","3","3","2","1","1","1","1"],["18","+6","Beast Spells","4","4","20","4","3","3","3","3","1","1","1","1"],["19","+6","Epic Boon","4","4","21","4","3","3","3","3","2","1","1","1"],["20","+6","Archdruid","4","4","22","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Druidic","entries":["You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the {@spell Speak with Animals|XPHB} spell prepared.","You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful {@dc 15} Intelligence ({@skill Investigation|XPHB}) check but can't decipher it without magic."]},{"level":1,"name":"Primal Order","entries":["You have dedicated yourself to one of the following sacred roles of your choice.",{"type":"entries","entries":[{"type":"options","count":1,"entries":[{"type":"entries","name":"Magician","entries":["You know one extra cantrip from the {@filter Druid spell list|spells|class=Druid}. In addition, your mystical connection to nature gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Nature|XPHB}) checks. The bonus equals your Wisdom modifier (minimum bonus of +1)."]},{"type":"entries","name":"Warden","entries":["Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor}."]}]}]}]},{"level":1,"name":"Spellcasting","entries":["You have learned to cast spells through studying the mystical forces of nature. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the {@filter Druid spell list|spells|class=Druid} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know two cantrips of your choice from the {@filter Druid spell list|spells|class=Druid}. {@spell Druidcraft|XPHB} and {@spell Produce Flame|XPHB} are recommended.","Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}.","When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}, as shown in the Cantrips column of the Druid Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Druid spell list|spells|class=Druid}. {@spell Animal Friendship|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Faerie Fire|XPHB}, and {@spell Thunderwave|XPHB} are recommended.","The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the {@filter Druid spell list|spells|class=Druid} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.","If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your Druid spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells."]}]}]},{"level":2,"name":"Wild Companion","entries":["You can summon a nature spirit that assumes an animal form to aid you. As a {@action Magic|XPHB} action, you can expend a spell slot or a use of Wild Shape to cast the {@spell Find Familiar|XPHB} spell without Material components.","When you cast the spell in this way, the familiar is Fey and disappears when you finish a {@variantrule Long Rest|XPHB}."]},{"level":2,"name":"Wild Shape","entries":["The power of nature allows you to assume the form of an animal. As a {@variantrule Bonus Action|XPHB}, you shape-shift into a Beast form that you have learned for this feature (see \"Known Forms\" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the {@condition Incapacitated|XPHB} condition, or die. You can also leave the form early as a {@variantrule Bonus Action|XPHB}.",{"type":"entries","entries":[{"type":"entries","name":"Number of Uses","entries":["You can use Wild Shape twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table."]},{"type":"entries","name":"Known Forms","entries":["You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum {@variantrule Challenge Rating|XPHB} of 1/4 and that lack a {@variantrule Fly Speed|XPHB} (see appendix B for stat block options). The {@creature Rat|XMM}, {@creature Riding Horse|XMM}, {@creature Spider|XMM}, and {@creature Wolf|XMM} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your known forms with another eligible form.","When you reach certain Druid levels, your number of known forms and the maximum {@variantrule Challenge Rating|XPHB} for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a {@variantrule Fly Speed|XPHB}.","When choosing known forms, you may look in the {@book Monster Manual|XMM} or elsewhere for eligible Beasts if the Dungeon Master permits you to do so."]},{"type":"table","caption":"Beast Shapes","colLabels":["Druid Level","Known Forms","Max CR","Fly Speed"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["2","4","{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly|miscellaneous=!swarm}","No"],["4","6","{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}","No"],["8","8","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}","Yes"]]},{"type":"entries","name":"Rules While Shape-Shifted","entries":["While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Temporary Hit Points","entries":["When you assume a Wild Shape form, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Druid level."]},{"type":"item","name":"Game Statistics","entries":["Your game statistics are replaced by the Beast's stat block, but you retain your creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your {@variantrule Proficiency|XPHB|Proficiency Bonus} for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block."]},{"type":"item","name":"No Spellcasting","entries":["You can't cast spells, but shape-shifting doesn't break your {@status Concentration|XPHB} or otherwise interfere with a spell you've already cast."]},{"type":"item","name":"Objects","entries":["Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form."]}]}]}]}]},{"level":3,"name":"Druid Subclass","entries":["You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16."]},{"level":5,"name":"Wild Resurgence","entries":["Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).","In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Druid Subclass."]},{"level":7,"name":"Elemental Fury","entries":["The might of the elements flows through you. You gain one of the following options of your choice.",{"type":"entries","entries":[{"type":"options","count":1,"entries":[{"type":"entries","name":"Potent Spellcasting","entries":["Add your Wisdom modifier to the damage you deal with any Druid cantrip."]},{"type":"entries","name":"Primal Strike","entries":["Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra {@damage 1d8} Cold, Fire, Lightning, or Thunder damage (choose when you hit)."]}]}]}]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":10,"name":"Subclass Feature","entries":["You gain a feature from your Druid Subclass."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Druid Subclass."]},{"level":15,"name":"Improved Elemental Fury","entries":["The option you chose for Elemental Fury grows more powerful, as detailed below.",{"type":"entries","entries":[{"type":"entries","name":"Potent Spellcasting","entries":["When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet."]},{"type":"entries","name":"Primal Strike","entries":["The extra damage of your Primal Strike increases to {@damage 2d8}."]}]}]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":18,"name":"Beast Spells","entries":["While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended."]},{"level":20,"name":"Archdruid","entries":["The vitality of nature constantly blooms within you, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Evergreen Wild Shape","entries":["Whenever you roll {@variantrule Initiative|XPHB} and have no uses of Wild Shape left, you regain one expended use of it."]},{"type":"entries","name":"Nature Magician","entries":["You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Longevity","entries":["The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."]}]}]}],"subclasses":[{"name":"Circle of Dreams","source":"XGE","image":"classes/XGE/Dreams Druid.webp","gallery":[{"path":"classes/XGE/Dreams Druid.webp"}],"features":[{"level":2,"name":"Circle of Dreams","entries":["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.",{"type":"entries","name":"Balm of the Summer Court","entries":["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 {@dice d6}s 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":6,"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. {@quickref Cover||3||Total cover} blocks the sphere.","While within the sphere, you and your allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill 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":10,"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":14,"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: {@spell dream} (with you as the messenger), {@spell scrying}, or {@spell teleportation circle}.","This use of {@spell teleportation circle} is special. Rather than opening a portal to a permanent {@spell 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."]}]},{"name":"Circle of Spores","source":"TCE","image":"classes/TCE/Spores Druid.webp","gallery":[{"path":"classes/TCE/Spores Druid.webp"}],"features":[{"level":2,"name":"Circle of Spores","entries":["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.","These 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.","Druids 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.",{"type":"entries","name":"Circle Spells","entries":["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 {@spell 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.",{"type":"table","caption":"Circle of Spores Spells","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell blindness/deafness}, {@spell gentle repose}"],["5th","{@spell animate dead}, {@spell gaseous form}"],["7th","{@spell blight}, {@spell confusion}"],["9th","{@spell cloudkill}, {@spell contagion}"]]}]},{"type":"entries","name":"Halo of Spores","entries":["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 {@damage 1d4} necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to {@damage 1d6} at 6th level, {@damage 1d8} at 10th level, and {@damage 1d10} at 14th level."]},{"type":"entries","name":"Symbiotic Entity","entries":["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:",{"type":"list","items":["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 {@damage 1d6} necrotic damage to any target they hit."]},"These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again."]}]},{"level":6,"name":"Fungal Infestation","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 {@creature zombie} stat block in the {@book Monster Manual|MM}. 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 {@action 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":10,"name":"Spreading Spores","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":14,"name":"Fungal Body","entries":["At 14th level, the fungal spores in your body alter you: you can't be {@condition blinded}, {@condition deafened}, {@condition frightened}, or {@condition poisoned}, and any critical hit against you counts as a normal hit instead, unless you're {@condition incapacitated}."]}]},{"name":"Circle of Stars","source":"TCE","image":"classes/TCE/Stars Druid.webp","gallery":[{"path":"classes/TCE/Stars Druid.webp"}],"features":[{"level":2,"name":"Circle of Stars","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.",{"type":"entries","name":"Star Map","entries":["{@i 2nd-level Circle of the Stars feature}","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.",{"type":"table","caption":"Star Map","colLabels":["d6","Map Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"list","items":["You know the {@spell guidance} cantrip.","You have the {@spell 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 {@spell 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."]},{"type":"entries","name":"Starry Form","entries":["{@i 2nd-level Circle of the Stars feature}","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 {@condition 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:",{"type":"entries","name":"Archer","entries":["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 {@damage 1d8} + your Wisdom modifier."]},{"type":"entries","name":"Chalice","entries":["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 {@dice 1d8} + your Wisdom modifier."]},{"type":"entries","name":"Dragon","entries":["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 {@status concentration} on a spell, you can treat a roll of 9 or lower on the {@dice d20} as a 10."]}]}]},{"level":6,"name":"Cosmic Omen","entries":["{@i 6th-level Circle of the Stars feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Weal (even)","entry":"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 {@dice d6} and add the number rolled to the total."},{"type":"item","name":"Woe (odd)","entry":"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 {@dice 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."]},{"level":10,"name":"Twinkling Constellations","entries":["{@i 10th-level Circle of the Stars feature}","The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 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."]},{"level":14,"name":"Full of Stars","entries":["{@i 14th-level Circle of the Stars feature}","While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage."]}]},{"name":"Circle of the Land","source":"PHB","features":[{"level":2,"name":"Circle of the Land","entries":["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 {@language 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.",{"type":"entries","name":"Bonus Cantrip","entries":["You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know."]},{"type":"entries","name":"Natural Recovery","entries":["Starting 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."]},{"type":"entries","name":"Circle Spells","entries":["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.",{"type":"table","caption":"Arctic","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell hold person}, {@spell spike growth}"],["5th","{@spell sleet storm}, {@spell slow}"],["7th","{@spell freedom of movement}, {@spell ice storm}"],["9th","{@spell commune with nature}, {@spell cone of cold}"]]},{"type":"table","caption":"Coast","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell mirror image}, {@spell misty step}"],["5th","{@spell water breathing}, {@spell water walk}"],["7th","{@spell control water}, {@spell freedom of movement}"],["9th","{@spell conjure elemental}, {@spell scrying}"]]},{"type":"table","caption":"Desert","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell blur}, {@spell silence}"],["5th","{@spell create food and water}, {@spell protection from energy}"],["7th","{@spell blight}, {@spell hallucinatory terrain}"],["9th","{@spell insect plague}, {@spell wall of stone}"]]},{"type":"table","caption":"Forest","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell barkskin}, {@spell spider climb}"],["5th","{@spell call lightning}, {@spell plant growth}"],["7th","{@spell divination}, {@spell freedom of movement}"],["9th","{@spell commune with nature}, {@spell tree stride}"]]},{"type":"table","caption":"Grassland","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell invisibility}, {@spell pass without trace}"],["5th","{@spell daylight}, {@spell haste}"],["7th","{@spell divination}, {@spell freedom of movement}"],["9th","{@spell dream}, {@spell insect plague}"]]},{"type":"table","caption":"Mountain","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell spider climb}, {@spell spike growth}"],["5th","{@spell lightning bolt}, {@spell meld into stone}"],["7th","{@spell stone shape}, {@spell stoneskin}"],["9th","{@spell passwall}, {@spell wall of stone}"]]},{"type":"table","caption":"Swamp","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell darkness}, {@spell Melf's acid arrow}"],["5th","{@spell water walk}, {@spell stinking cloud}"],["7th","{@spell freedom of movement}, {@spell locate creature}"],["9th","{@spell insect plague}, {@spell scrying}"]]},{"type":"table","caption":"Underdark","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell spider climb}, {@spell web}"],["5th","{@spell gaseous form}, {@spell stinking cloud}"],["7th","{@spell greater invisibility}, {@spell stone shape}"],["9th","{@spell cloudkill}, {@spell insect plague}"]]}]}]},{"level":6,"name":"Land's Stride","entries":["Starting at 6th level, moving through nonmagical {@quickref difficult terrain||3} 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 as those created by the {@spell entangle} spell."]},{"level":10,"name":"Nature's Ward","entries":["When you reach 10th level, you can't be {@condition charmed} or {@condition frightened} by elementals or fey, and you are immune to poison and disease."]},{"level":14,"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."]}]},{"name":"Circle of the Land","source":"XPHB","image":"classes/XPHB/Land Druid.webp","gallery":[{"path":"classes/XPHB/Land Druid.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Circle of the Land","entries":["{@i Celebrate Connection to the Natural World}","The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.",{"type":"entries","name":"Circle of the Land Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.",{"type":"table","caption":"Arid Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Blur|XPHB}, {@spell Burning Hands|XPHB}, {@spell Fire Bolt|XPHB}"],["5th","{@spell Fireball|XPHB}"],["7th","{@spell Blight|XPHB}"],["9th","{@spell Wall of Stone|XPHB}"]]},{"type":"table","caption":"Polar Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Fog Cloud|XPHB}, {@spell Hold Person|XPHB}, {@spell Ray of Frost|XPHB}"],["5th","{@spell Sleet Storm|XPHB}"],["7th","{@spell Ice Storm|XPHB}"],["9th","{@spell Cone of Cold|XPHB}"]]},{"type":"table","caption":"Temperate Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Misty Step|XPHB}, {@spell Shocking Grasp|XPHB}, {@spell Sleep|XPHB}"],["5th","{@spell Lightning Bolt|XPHB}"],["7th","{@spell Freedom of Movement|XPHB}"],["9th","{@spell Tree Stride|XPHB}"]]},{"type":"table","caption":"Tropical Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Acid Splash|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Web|XPHB}"],["5th","{@spell Stinking Cloud|XPHB}"],["7th","{@spell Polymorph|XPHB}"],["9th","{@spell Insect Plague|XPHB}"]]}]},{"type":"entries","name":"Land's Aid","entries":["As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. Each creature of your choice in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains {@dice 2d6} {@variantrule Hit Points|XPHB}.","The damage and healing increase by {@dice 1d6} when you reach Druid levels 10 ({@dice 3d6}) and 14 ({@dice 4d6})."]}]},{"level":6,"name":"Natural Recovery","entries":["You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you do so again.","In addition, when you finish a {@variantrule Short Rest|XPHB}, 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 Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Nature's Ward","entries":["You are immune to the {@condition Poisoned|XPHB} condition, and you have {@variantrule Resistance|XPHB} to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.",{"type":"entries","entries":[{"type":"table","caption":"Nature's Ward","colLabels":["Land Type","Resistance"],"colStyles":["col-6","col-6"],"rows":[["Arid","Fire"],["Polar","Cold"],["Temperate","Lightning"],["Tropical","Poison"]]}]}]},{"level":14,"name":"Nature's Sanctuary","entries":["As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} on the ground within 120 feet of yourself. They last there for 1 minute or until you have the {@condition Incapacitated|XPHB} condition or die. You and your allies have {@variantrule Cover|XPHB|Half Cover} while in that area, and your allies gain the current {@variantrule Resistance|XPHB} of your Nature's Ward while there.","As a {@variantrule Bonus Action|XPHB}, you can move the {@variantrule Cube [Area of Effect]|XPHB|Cube} up to 60 feet to ground within 120 feet of yourself."]}]},{"name":"Circle of the Moon","source":"PHB","features":[{"level":2,"name":"Circle of the Moon","entries":["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.","Changeable 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.",{"type":"entries","name":"Combat Wild Shape","entries":["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 {@dice 1d8} hit points per level of the spell slot expended."]},{"type":"entries","name":"Circle Forms","entries":["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 {@filter beast with a challenge rating as high as 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm} (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.",{"type":"table","caption":"Circle of the Moon Beast Shapes","colLabels":["Level","Max. CR","Limitations"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["2nd","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}","No flying or swimming speed"],["4th","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly|miscellaneous=!swarm}","No flying speed"],["6th","{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|speed type=!fly|miscellaneous=!swarm}","No flying speed"],["8th","{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}","—"],["9th","{@filter 3|bestiary|challenge rating=[&0;&3]|type=beast|miscellaneous=!swarm}","—"],["12th","{@filter 4|bestiary|challenge rating=[&0;&4]|type=beast|miscellaneous=!swarm}","—"],["15th","{@filter 5|bestiary|challenge rating=[&0;&5]|type=beast|miscellaneous=!swarm}","—"],["18th","{@filter 6|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}","—"]]}]}]},{"level":6,"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":10,"name":"Elemental Wild Shape","entries":["At 10th level, you can expend two uses of Wild Shape at the same time to transform into an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}."]},{"level":14,"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 {@spell alter self} spell at will."]}]},{"name":"Circle of the Moon","source":"XPHB","image":"classes/XPHB/Moon Druid.webp","gallery":[{"path":"classes/XPHB/Moon Druid.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Circle of the Moon","entries":["{@i Adopt Animal Forms to Guard the Wilds}","Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.","Changeable 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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.",{"type":"entries","name":"Circle of the Moon Spells","entries":["When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.","In addition, you can cast the spells from this feature while you're in a Wild Shape form.",{"type":"table","caption":"Circle of the Moon Spells","colLabels":["Druid Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3","{@spell Cure Wounds|XPHB}, {@spell Moonbeam|XPHB}, {@spell Starry Wisp|XPHB}"],["5","{@spell Conjure Animals|XPHB}"],["7","{@spell Fount of Moonlight|XPHB}"],["9","{@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Circle Forms","entries":["You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.",{"type":"entries","entries":[{"type":"entries","name":"Challenge Rating","entries":["The maximum {@variantrule Challenge Rating|XPHB} for the form equals your Druid level divided by 3 (round down)."]},{"type":"entries","name":"Armor Class","entries":["Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC."]},{"type":"entries","name":"Temporary Hit Points","entries":["You gain a number of {@variantrule Temporary Hit Points|XPHB} equal to three times your Druid level."]}]}]}]},{"level":6,"name":"Improved Circle Forms","entries":["While in a Wild Shape form, you gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Lunar Radiance","entries":["Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks."]},{"type":"entries","name":"Increased Toughness","entries":["You can add your Wisdom modifier to your Constitution saving throws."]}]}]},{"level":10,"name":"Moonlight Step","entries":["You magically transport yourself, reappearing amid a burst of moonlight. As a {@variantrule Bonus Action|XPHB}, you teleport up to 30 feet to an unoccupied space you can see, and you have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of this turn.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required)."]},{"level":14,"name":"Lunar Form","entries":["The power of the moon suffuses you, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Improved Lunar Radiance","entries":["Once per turn, you can deal an extra {@damage 2d10} Radiant damage to a target you hit with a Wild Shape form's attack."]},{"type":"entries","name":"Shared Moonlight","entries":["Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space."]}]}]}]},{"name":"Circle of the Sea","source":"XPHB","image":"classes/XPHB/Sea Druid.webp","gallery":[{"path":"classes/XPHB/Sea Druid.webp","credit":"Ricardo Moscatello"}],"features":[{"level":3,"name":"Circle of the Sea","entries":["{@i Become One with Tides and Storms}","Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.",{"type":"entries","name":"Circle of the Sea Spells","entries":["When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Circle of the Sea Spells","colLabels":["Druid Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}"],["5th","{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}"],["7th","{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}"],["9th","{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}"]]}]},{"type":"entries","name":"Wrath of the Sea","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.","When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die)."]}]},{"level":6,"name":"Aquatic Affinity","entries":["The size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} created by your Wrath of the Sea increases to 10 feet.","In addition, you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"level":10,"name":"Stormborn","entries":["Your Wrath of the Sea confers two more benefits while active, as detailed below.",{"type":"entries","name":"Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Resistance","entries":["You have {@variantrule Resistance|XPHB} to Cold, Lightning, and Thunder damage."]}]},{"level":14,"name":"Oceanic Gift","entries":["Instead of manifesting the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and uses your spell save DC and Wisdom modifier for it.","In addition, you can manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it."]}]},{"name":"Circle of the Shepherd","source":"XGE","image":"classes/XGE/Shepherd Druid.webp","gallery":[{"path":"classes/XGE/Shepherd Druid.webp"}],"features":[{"level":2,"name":"Circle of the Shepherd","entries":["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.","Members 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.",{"type":"entries","name":"Speech of the Woods","entries":["At 2nd level, you gain the ability to converse with beasts and many fey.","You learn to speak, read, and write {@language 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."]},{"type":"entries","name":"Spirit Totem","entries":["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 {@condition 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.",{"type":"entries","name":"Bear Spirit","entries":["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."]},{"type":"entries","name":"Hawk Spirit","entries":["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 ({@skill Perception}) checks while in the aura."]},{"type":"entries","name":"Unicorn Spirit","entries":["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":6,"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:",{"type":"list","items":["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":10,"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":14,"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 {@condition incapacitated} against your will, you can immediately gain the benefits of {@spell 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 {@status 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."]}]},{"name":"Circle of the Stars","source":"XPHB","image":"classes/XPHB/Stars Druid.webp","gallery":[{"path":"classes/XPHB/Stars Druid.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Circle of the Stars","entries":["{@i Harness Secrets Hidden in Constellations}","The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.",{"type":"entries","name":"Star Map","entries":["You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.","While holding the map, you have the {@spell Guidance|XPHB} and {@spell Guiding Bolt|XPHB} spells prepared, and you can cast {@spell Guiding Bolt|XPHB} without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, and it destroys the previous map.",{"type":"table","caption":"Star Map","colLabels":["{@dice 1d6}","Map Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scroll bearing depictions of constellations"],["2","A stone tablet with fine holes drilled through it"],["3","An owlbear hide tooled with stellar symbols"],["4","A collection of maps bound in an ebony cover"],["5","A crystal engraved with starry patterns"],["6","A glass disk etched with constellations"]]}]},{"type":"entries","name":"Starry Form","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.","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 {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the {@condition Incapacitated|XPHB} condition, 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.",{"type":"entries","name":"Archer","entries":["A constellation of an archer appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} 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 yourself. On a hit, the attack deals Radiant damage equal to {@damage 1d8} plus your Wisdom modifier."]},{"type":"entries","name":"Chalice","entries":["A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores {@variantrule Hit Points|XPHB} to a creature, you or another creature within 30 feet of you can regain {@variantrule Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier."]},{"type":"entries","name":"Dragon","entries":["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 {@status Concentration|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10."]}]}]},{"level":6,"name":"Cosmic Omen","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can consult your Star Map for omens and roll a die. Until you finish your next {@variantrule Long Rest|XPHB}, you gain access to a special {@variantrule Reaction|XPHB} based on whether you rolled an even or an odd number on the die:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Weal (even)","entries":["Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and add the number rolled to the total."]},{"type":"item","name":"Woe (odd)","entries":["Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and subtract the number rolled from the total."]}]},"You can use this {@variantrule Reaction|XPHB} a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Twinkling Constellations","entries":["The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 2d8}, and while the Dragon is active, you have a {@variantrule Fly Speed|XPHB} 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."]},{"level":14,"name":"Full of Stars","entries":["While in your Starry Form, you become partially incorporeal, giving you {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]}]},{"name":"Circle of Wildfire","source":"TCE","image":"classes/TCE/Wildfire Druid.webp","gallery":[{"path":"classes/TCE/Wildfire Druid.webp"}],"features":[{"level":2,"name":"Circle of Wildfire","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.",{"type":"entries","name":"Circle Spells","entries":["{@i 2nd-level Circle of Wildfire feature}","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.",{"type":"table","caption":"Circle of Wildfire Spells","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["2nd","{@spell burning hands}, {@spell cure wounds}"],["3rd","{@spell flaming sphere}, {@spell scorching ray}"],["5th","{@spell plant growth}, {@spell revivify}"],["7th","{@spell aura of life}, {@spell fire shield}"],["9th","{@spell flame strike}, {@spell mass cure wounds}"]]}]},{"type":"entries","name":"Summon Wildfire Spirit","entries":["{@i 2nd-level Circle of Wildfire feature}","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 {@damage 2d6} fire damage.","The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the {@creature Wildfire Spirit|TCE} 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 {@action 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 {@condition incapacitated}, the spirit can take any action of its choice, not just {@action 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."]}]},{"level":6,"name":"Enhanced Bond","entries":["{@i 6th-level Circle of Wildfire feature}","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 {@dice 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."]},{"level":10,"name":"Cauterizing Flames","entries":["{@i 10th-level Circle of Wildfire feature}","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 {@dice 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."]},{"level":14,"name":"Blazing Revival","entries":["{@i 14th-level Circle of Wildfire feature}","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 {@condition 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."]}]}],"lore":[{"type":"section","name":"Druid","source":"XPHB","page":78,"entries":["Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.","Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.","Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat."]}],"gallery":[{"path":"classes/XPHB/Druid.webp","credit":"Alexander Mokhov"},{"path":"classes/XPHB/057-03-033.druid-in-nature.webp","title":"A Druid channels the power of nature through their magic","credit":"Jessica Fong"},{"path":"classes/XPHB/060-03-036.wolf-form-druid.webp","title":"A Druid in wolf form howls at the moon","credit":"John Grello"}],"otherVersions":[{"id":"druid-phb","source":"PHB"}]},{"id":"druid-phb","name":"Druid","source":"PHB","page":64,"srd":false,"image":"classes/PHB/Druid.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Intelligence, Wisdom","proficiencies":"Armor: Light, Medium, Shield · Weapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear · Tools: Herbalism kit · Skills: choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear","toolProficiencies":"Herbalism kit","subclassTitle":"Druid Circle","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Druidic, Spellcasting","2","2","-","-","-","-","-","-","-","-"],["2","+2","Wild Shape, Wild Companion, Druid Circle","2","3","-","-","-","-","-","-","-","-"],["3","+2","-","2","4","2","-","-","-","-","-","-","-"],["4","+2","Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility","3","4","3","-","-","-","-","-","-","-"],["5","+3","-","3","4","3","2","-","-","-","-","-","-"],["6","+3","Druid Circle feature","3","4","3","3","-","-","-","-","-","-"],["7","+3","-","3","4","3","3","1","-","-","-","-","-"],["8","+3","Wild Shape Improvement, Ability Score Improvement","3","4","3","3","2","-","-","-","-","-"],["9","+4","-","3","4","3","3","3","1","-","-","-","-"],["10","+4","Druid Circle feature","4","4","3","3","3","2","-","-","-","-"],["11","+4","-","4","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","4","4","3","3","3","2","1","-","-","-"],["13","+5","-","4","4","3","3","3","2","1","1","-","-"],["14","+5","Druid Circle feature","4","4","3","3","3","2","1","1","-","-"],["15","+5","-","4","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","4","4","3","3","3","2","1","1","1","-"],["17","+6","-","4","4","3","3","3","2","1","1","1","1"],["18","+6","Timeless Body, Beast Spells","4","4","3","3","3","3","1","1","1","1"],["19","+6","Ability Score Improvement","4","4","3","3","3","3","2","1","1","1"],["20","+6","Archdruid","4","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Druidic","entries":["You know {@language 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 ({@skill Perception}) check but can't decipher it without magic."]},{"level":1,"name":"Spellcasting","entries":["Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter druid spell list|spells|class=druid}.",{"type":"entries","name":"Cantrips","entries":["At 1st level, you know two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table."]},{"type":"entries","name":"Preparing and Casting Spells","entries":["The Druid table shows how many spell slots you have to cast your {@filter druid spells|spells|class=druid} 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 {@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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["wis"]},{"type":"abilityAttackMod","name":"Spell","attributes":["wis"]}]},{"type":"entries","name":"Ritual Casting","entries":["You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item druidic focus|phb} as a spellcasting focus for your druid spells."]}]},{"level":2,"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.",{"type":"table","caption":"Beast Shapes","colLabels":["Level","Max. CR","Limitations","Example"],"colStyles":["col-2 text-center","col-2 text-center","col-5","col-3"],"rows":[["2nd","{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}","No flying or swimming speed","Wolf"],["4th","{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}","No flying speed","Crocodile"],["8th","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}","—","Giant eagle"]]},"You 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 {@condition unconscious}, drop to 0 hit points, or die.","While you are transformed, the following rules apply:",{"type":"list","items":["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 {@condition 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 {@status concentration} on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as {@spell 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 {@sense 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."]}]},{"level":2,"name":"Wild Companion","entries":["{@i 2nd-level druid {@variantrule optional class features|tce|optional 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 {@spell 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."]},{"level":2,"name":"Druid Circle","entries":["At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level."]},{"level":4,"name":"Wild Shape Improvement","entries":["At 4th level, your Wild Shape improves as shown on the Beast Shapes table."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Cantrip Versatility","entries":["{@i 4th-level druid {@variantrule optional class features|tce|optional 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 {@filter druid spell list|spells|level=0|class=Druid}."]},{"level":6,"name":"Druid Circle feature","entries":["At 6th level, you gain a feature granted by your Druid Circle."]},{"level":8,"name":"Wild Shape Improvement","entries":["At 8th level, your Wild Shape improves as shown on the Beast Shapes table."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Druid Circle feature","entries":["At 10th level, you gain a feature granted by your Druid Circle feature."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Druid Circle feature","entries":["At 14th level, you gain a feature granted by your Druid Circle feature."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":18,"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."]},{"level":18,"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."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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."]}],"subclasses":[{"name":"Circle of Dreams","source":"XGE","image":"classes/XGE/Dreams Druid.webp","gallery":[{"path":"classes/XGE/Dreams Druid.webp"}],"features":[{"level":2,"name":"Circle of Dreams","entries":["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.",{"type":"entries","name":"Balm of the Summer Court","entries":["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 {@dice d6}s 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":6,"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. {@quickref Cover||3||Total cover} blocks the sphere.","While within the sphere, you and your allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill 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":10,"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":14,"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: {@spell dream} (with you as the messenger), {@spell scrying}, or {@spell teleportation circle}.","This use of {@spell teleportation circle} is special. Rather than opening a portal to a permanent {@spell 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."]}]},{"name":"Circle of Spores","source":"TCE","image":"classes/TCE/Spores Druid.webp","gallery":[{"path":"classes/TCE/Spores Druid.webp"}],"features":[{"level":2,"name":"Circle of Spores","entries":["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.","These 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.","Druids 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.",{"type":"entries","name":"Circle Spells","entries":["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 {@spell 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.",{"type":"table","caption":"Circle of Spores Spells","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell blindness/deafness}, {@spell gentle repose}"],["5th","{@spell animate dead}, {@spell gaseous form}"],["7th","{@spell blight}, {@spell confusion}"],["9th","{@spell cloudkill}, {@spell contagion}"]]}]},{"type":"entries","name":"Halo of Spores","entries":["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 {@damage 1d4} necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to {@damage 1d6} at 6th level, {@damage 1d8} at 10th level, and {@damage 1d10} at 14th level."]},{"type":"entries","name":"Symbiotic Entity","entries":["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:",{"type":"list","items":["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 {@damage 1d6} necrotic damage to any target they hit."]},"These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again."]}]},{"level":6,"name":"Fungal Infestation","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 {@creature zombie} stat block in the {@book Monster Manual|MM}. 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 {@action 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":10,"name":"Spreading Spores","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":14,"name":"Fungal Body","entries":["At 14th level, the fungal spores in your body alter you: you can't be {@condition blinded}, {@condition deafened}, {@condition frightened}, or {@condition poisoned}, and any critical hit against you counts as a normal hit instead, unless you're {@condition incapacitated}."]}]},{"name":"Circle of Stars","source":"TCE","image":"classes/TCE/Stars Druid.webp","gallery":[{"path":"classes/TCE/Stars Druid.webp"}],"features":[{"level":2,"name":"Circle of Stars","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.",{"type":"entries","name":"Star Map","entries":["{@i 2nd-level Circle of the Stars feature}","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.",{"type":"table","caption":"Star Map","colLabels":["d6","Map Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"list","items":["You know the {@spell guidance} cantrip.","You have the {@spell 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 {@spell 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."]},{"type":"entries","name":"Starry Form","entries":["{@i 2nd-level Circle of the Stars feature}","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 {@condition 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:",{"type":"entries","name":"Archer","entries":["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 {@damage 1d8} + your Wisdom modifier."]},{"type":"entries","name":"Chalice","entries":["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 {@dice 1d8} + your Wisdom modifier."]},{"type":"entries","name":"Dragon","entries":["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 {@status concentration} on a spell, you can treat a roll of 9 or lower on the {@dice d20} as a 10."]}]}]},{"level":6,"name":"Cosmic Omen","entries":["{@i 6th-level Circle of the Stars feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Weal (even)","entry":"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 {@dice d6} and add the number rolled to the total."},{"type":"item","name":"Woe (odd)","entry":"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 {@dice 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."]},{"level":10,"name":"Twinkling Constellations","entries":["{@i 10th-level Circle of the Stars feature}","The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 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."]},{"level":14,"name":"Full of Stars","entries":["{@i 14th-level Circle of the Stars feature}","While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage."]}]},{"name":"Circle of the Land","source":"PHB","features":[{"level":2,"name":"Circle of the Land","entries":["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 {@language 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.",{"type":"entries","name":"Bonus Cantrip","entries":["You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know."]},{"type":"entries","name":"Natural Recovery","entries":["Starting 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."]},{"type":"entries","name":"Circle Spells","entries":["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.",{"type":"table","caption":"Arctic","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell hold person}, {@spell spike growth}"],["5th","{@spell sleet storm}, {@spell slow}"],["7th","{@spell freedom of movement}, {@spell ice storm}"],["9th","{@spell commune with nature}, {@spell cone of cold}"]]},{"type":"table","caption":"Coast","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell mirror image}, {@spell misty step}"],["5th","{@spell water breathing}, {@spell water walk}"],["7th","{@spell control water}, {@spell freedom of movement}"],["9th","{@spell conjure elemental}, {@spell scrying}"]]},{"type":"table","caption":"Desert","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell blur}, {@spell silence}"],["5th","{@spell create food and water}, {@spell protection from energy}"],["7th","{@spell blight}, {@spell hallucinatory terrain}"],["9th","{@spell insect plague}, {@spell wall of stone}"]]},{"type":"table","caption":"Forest","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell barkskin}, {@spell spider climb}"],["5th","{@spell call lightning}, {@spell plant growth}"],["7th","{@spell divination}, {@spell freedom of movement}"],["9th","{@spell commune with nature}, {@spell tree stride}"]]},{"type":"table","caption":"Grassland","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell invisibility}, {@spell pass without trace}"],["5th","{@spell daylight}, {@spell haste}"],["7th","{@spell divination}, {@spell freedom of movement}"],["9th","{@spell dream}, {@spell insect plague}"]]},{"type":"table","caption":"Mountain","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell spider climb}, {@spell spike growth}"],["5th","{@spell lightning bolt}, {@spell meld into stone}"],["7th","{@spell stone shape}, {@spell stoneskin}"],["9th","{@spell passwall}, {@spell wall of stone}"]]},{"type":"table","caption":"Swamp","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell darkness}, {@spell Melf's acid arrow}"],["5th","{@spell water walk}, {@spell stinking cloud}"],["7th","{@spell freedom of movement}, {@spell locate creature}"],["9th","{@spell insect plague}, {@spell scrying}"]]},{"type":"table","caption":"Underdark","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell spider climb}, {@spell web}"],["5th","{@spell gaseous form}, {@spell stinking cloud}"],["7th","{@spell greater invisibility}, {@spell stone shape}"],["9th","{@spell cloudkill}, {@spell insect plague}"]]}]}]},{"level":6,"name":"Land's Stride","entries":["Starting at 6th level, moving through nonmagical {@quickref difficult terrain||3} 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 as those created by the {@spell entangle} spell."]},{"level":10,"name":"Nature's Ward","entries":["When you reach 10th level, you can't be {@condition charmed} or {@condition frightened} by elementals or fey, and you are immune to poison and disease."]},{"level":14,"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."]}]},{"name":"Circle of the Land","source":"XPHB","image":"classes/XPHB/Land Druid.webp","gallery":[{"path":"classes/XPHB/Land Druid.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Circle of the Land","entries":["{@i Celebrate Connection to the Natural World}","The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.",{"type":"entries","name":"Circle of the Land Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.",{"type":"table","caption":"Arid Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Blur|XPHB}, {@spell Burning Hands|XPHB}, {@spell Fire Bolt|XPHB}"],["5th","{@spell Fireball|XPHB}"],["7th","{@spell Blight|XPHB}"],["9th","{@spell Wall of Stone|XPHB}"]]},{"type":"table","caption":"Polar Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Fog Cloud|XPHB}, {@spell Hold Person|XPHB}, {@spell Ray of Frost|XPHB}"],["5th","{@spell Sleet Storm|XPHB}"],["7th","{@spell Ice Storm|XPHB}"],["9th","{@spell Cone of Cold|XPHB}"]]},{"type":"table","caption":"Temperate Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Misty Step|XPHB}, {@spell Shocking Grasp|XPHB}, {@spell Sleep|XPHB}"],["5th","{@spell Lightning Bolt|XPHB}"],["7th","{@spell Freedom of Movement|XPHB}"],["9th","{@spell Tree Stride|XPHB}"]]},{"type":"table","caption":"Tropical Land","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Acid Splash|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Web|XPHB}"],["5th","{@spell Stinking Cloud|XPHB}"],["7th","{@spell Polymorph|XPHB}"],["9th","{@spell Insect Plague|XPHB}"]]}]},{"type":"entries","name":"Land's Aid","entries":["As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. Each creature of your choice in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains {@dice 2d6} {@variantrule Hit Points|XPHB}.","The damage and healing increase by {@dice 1d6} when you reach Druid levels 10 ({@dice 3d6}) and 14 ({@dice 4d6})."]}]},{"level":6,"name":"Natural Recovery","entries":["You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you do so again.","In addition, when you finish a {@variantrule Short Rest|XPHB}, 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 Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Nature's Ward","entries":["You are immune to the {@condition Poisoned|XPHB} condition, and you have {@variantrule Resistance|XPHB} to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.",{"type":"entries","entries":[{"type":"table","caption":"Nature's Ward","colLabels":["Land Type","Resistance"],"colStyles":["col-6","col-6"],"rows":[["Arid","Fire"],["Polar","Cold"],["Temperate","Lightning"],["Tropical","Poison"]]}]}]},{"level":14,"name":"Nature's Sanctuary","entries":["As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} on the ground within 120 feet of yourself. They last there for 1 minute or until you have the {@condition Incapacitated|XPHB} condition or die. You and your allies have {@variantrule Cover|XPHB|Half Cover} while in that area, and your allies gain the current {@variantrule Resistance|XPHB} of your Nature's Ward while there.","As a {@variantrule Bonus Action|XPHB}, you can move the {@variantrule Cube [Area of Effect]|XPHB|Cube} up to 60 feet to ground within 120 feet of yourself."]}]},{"name":"Circle of the Moon","source":"PHB","features":[{"level":2,"name":"Circle of the Moon","entries":["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.","Changeable 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.",{"type":"entries","name":"Combat Wild Shape","entries":["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 {@dice 1d8} hit points per level of the spell slot expended."]},{"type":"entries","name":"Circle Forms","entries":["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 {@filter beast with a challenge rating as high as 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm} (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.",{"type":"table","caption":"Circle of the Moon Beast Shapes","colLabels":["Level","Max. CR","Limitations"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["2nd","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}","No flying or swimming speed"],["4th","{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly|miscellaneous=!swarm}","No flying speed"],["6th","{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|speed type=!fly|miscellaneous=!swarm}","No flying speed"],["8th","{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}","—"],["9th","{@filter 3|bestiary|challenge rating=[&0;&3]|type=beast|miscellaneous=!swarm}","—"],["12th","{@filter 4|bestiary|challenge rating=[&0;&4]|type=beast|miscellaneous=!swarm}","—"],["15th","{@filter 5|bestiary|challenge rating=[&0;&5]|type=beast|miscellaneous=!swarm}","—"],["18th","{@filter 6|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}","—"]]}]}]},{"level":6,"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":10,"name":"Elemental Wild Shape","entries":["At 10th level, you can expend two uses of Wild Shape at the same time to transform into an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}."]},{"level":14,"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 {@spell alter self} spell at will."]}]},{"name":"Circle of the Moon","source":"XPHB","image":"classes/XPHB/Moon Druid.webp","gallery":[{"path":"classes/XPHB/Moon Druid.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Circle of the Moon","entries":["{@i Adopt Animal Forms to Guard the Wilds}","Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.","Changeable 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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.",{"type":"entries","name":"Circle of the Moon Spells","entries":["When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.","In addition, you can cast the spells from this feature while you're in a Wild Shape form.",{"type":"table","caption":"Circle of the Moon Spells","colLabels":["Druid Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3","{@spell Cure Wounds|XPHB}, {@spell Moonbeam|XPHB}, {@spell Starry Wisp|XPHB}"],["5","{@spell Conjure Animals|XPHB}"],["7","{@spell Fount of Moonlight|XPHB}"],["9","{@spell Mass Cure Wounds|XPHB}"]]}]},{"type":"entries","name":"Circle Forms","entries":["You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.",{"type":"entries","entries":[{"type":"entries","name":"Challenge Rating","entries":["The maximum {@variantrule Challenge Rating|XPHB} for the form equals your Druid level divided by 3 (round down)."]},{"type":"entries","name":"Armor Class","entries":["Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC."]},{"type":"entries","name":"Temporary Hit Points","entries":["You gain a number of {@variantrule Temporary Hit Points|XPHB} equal to three times your Druid level."]}]}]}]},{"level":6,"name":"Improved Circle Forms","entries":["While in a Wild Shape form, you gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Lunar Radiance","entries":["Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks."]},{"type":"entries","name":"Increased Toughness","entries":["You can add your Wisdom modifier to your Constitution saving throws."]}]}]},{"level":10,"name":"Moonlight Step","entries":["You magically transport yourself, reappearing amid a burst of moonlight. As a {@variantrule Bonus Action|XPHB}, you teleport up to 30 feet to an unoccupied space you can see, and you have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of this turn.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required)."]},{"level":14,"name":"Lunar Form","entries":["The power of the moon suffuses you, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Improved Lunar Radiance","entries":["Once per turn, you can deal an extra {@damage 2d10} Radiant damage to a target you hit with a Wild Shape form's attack."]},{"type":"entries","name":"Shared Moonlight","entries":["Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space."]}]}]}]},{"name":"Circle of the Sea","source":"XPHB","image":"classes/XPHB/Sea Druid.webp","gallery":[{"path":"classes/XPHB/Sea Druid.webp","credit":"Ricardo Moscatello"}],"features":[{"level":3,"name":"Circle of the Sea","entries":["{@i Become One with Tides and Storms}","Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.",{"type":"entries","name":"Circle of the Sea Spells","entries":["When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Circle of the Sea Spells","colLabels":["Druid Level","Prepared Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}"],["5th","{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}"],["7th","{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}"],["9th","{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}"]]}]},{"type":"entries","name":"Wrath of the Sea","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.","When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die)."]}]},{"level":6,"name":"Aquatic Affinity","entries":["The size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} created by your Wrath of the Sea increases to 10 feet.","In addition, you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"level":10,"name":"Stormborn","entries":["Your Wrath of the Sea confers two more benefits while active, as detailed below.",{"type":"entries","name":"Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Resistance","entries":["You have {@variantrule Resistance|XPHB} to Cold, Lightning, and Thunder damage."]}]},{"level":14,"name":"Oceanic Gift","entries":["Instead of manifesting the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and uses your spell save DC and Wisdom modifier for it.","In addition, you can manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it."]}]},{"name":"Circle of the Shepherd","source":"XGE","image":"classes/XGE/Shepherd Druid.webp","gallery":[{"path":"classes/XGE/Shepherd Druid.webp"}],"features":[{"level":2,"name":"Circle of the Shepherd","entries":["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.","Members 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.",{"type":"entries","name":"Speech of the Woods","entries":["At 2nd level, you gain the ability to converse with beasts and many fey.","You learn to speak, read, and write {@language 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."]},{"type":"entries","name":"Spirit Totem","entries":["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 {@condition 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.",{"type":"entries","name":"Bear Spirit","entries":["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."]},{"type":"entries","name":"Hawk Spirit","entries":["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 ({@skill Perception}) checks while in the aura."]},{"type":"entries","name":"Unicorn Spirit","entries":["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":6,"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:",{"type":"list","items":["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":10,"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":14,"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 {@condition incapacitated} against your will, you can immediately gain the benefits of {@spell 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 {@status 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."]}]},{"name":"Circle of the Stars","source":"XPHB","image":"classes/XPHB/Stars Druid.webp","gallery":[{"path":"classes/XPHB/Stars Druid.webp","credit":"Marcela Medeiros"}],"features":[{"level":3,"name":"Circle of the Stars","entries":["{@i Harness Secrets Hidden in Constellations}","The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.",{"type":"entries","name":"Star Map","entries":["You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.","While holding the map, you have the {@spell Guidance|XPHB} and {@spell Guiding Bolt|XPHB} spells prepared, and you can cast {@spell Guiding Bolt|XPHB} without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, and it destroys the previous map.",{"type":"table","caption":"Star Map","colLabels":["{@dice 1d6}","Map Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scroll bearing depictions of constellations"],["2","A stone tablet with fine holes drilled through it"],["3","An owlbear hide tooled with stellar symbols"],["4","A collection of maps bound in an ebony cover"],["5","A crystal engraved with starry patterns"],["6","A glass disk etched with constellations"]]}]},{"type":"entries","name":"Starry Form","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.","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 {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the {@condition Incapacitated|XPHB} condition, 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.",{"type":"entries","name":"Archer","entries":["A constellation of an archer appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} 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 yourself. On a hit, the attack deals Radiant damage equal to {@damage 1d8} plus your Wisdom modifier."]},{"type":"entries","name":"Chalice","entries":["A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores {@variantrule Hit Points|XPHB} to a creature, you or another creature within 30 feet of you can regain {@variantrule Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier."]},{"type":"entries","name":"Dragon","entries":["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 {@status Concentration|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10."]}]}]},{"level":6,"name":"Cosmic Omen","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can consult your Star Map for omens and roll a die. Until you finish your next {@variantrule Long Rest|XPHB}, you gain access to a special {@variantrule Reaction|XPHB} based on whether you rolled an even or an odd number on the die:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Weal (even)","entries":["Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and add the number rolled to the total."]},{"type":"item","name":"Woe (odd)","entries":["Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and subtract the number rolled from the total."]}]},"You can use this {@variantrule Reaction|XPHB} a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Twinkling Constellations","entries":["The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 2d8}, and while the Dragon is active, you have a {@variantrule Fly Speed|XPHB} 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."]},{"level":14,"name":"Full of Stars","entries":["While in your Starry Form, you become partially incorporeal, giving you {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]}]},{"name":"Circle of Wildfire","source":"TCE","image":"classes/TCE/Wildfire Druid.webp","gallery":[{"path":"classes/TCE/Wildfire Druid.webp"}],"features":[{"level":2,"name":"Circle of Wildfire","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.",{"type":"entries","name":"Circle Spells","entries":["{@i 2nd-level Circle of Wildfire feature}","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.",{"type":"table","caption":"Circle of Wildfire Spells","colLabels":["Druid Level","Circle Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["2nd","{@spell burning hands}, {@spell cure wounds}"],["3rd","{@spell flaming sphere}, {@spell scorching ray}"],["5th","{@spell plant growth}, {@spell revivify}"],["7th","{@spell aura of life}, {@spell fire shield}"],["9th","{@spell flame strike}, {@spell mass cure wounds}"]]}]},{"type":"entries","name":"Summon Wildfire Spirit","entries":["{@i 2nd-level Circle of Wildfire feature}","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 {@damage 2d6} fire damage.","The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the {@creature Wildfire Spirit|TCE} 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 {@action 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 {@condition incapacitated}, the spirit can take any action of its choice, not just {@action 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."]}]},{"level":6,"name":"Enhanced Bond","entries":["{@i 6th-level Circle of Wildfire feature}","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 {@dice 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."]},{"level":10,"name":"Cauterizing Flames","entries":["{@i 10th-level Circle of Wildfire feature}","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 {@dice 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."]},{"level":14,"name":"Blazing Revival","entries":["{@i 14th-level Circle of Wildfire feature}","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 {@condition 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."]}]}],"lore":[{"name":"Druid","type":"section","entries":["Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.","Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.","Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.","Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.",{"type":"entries","name":"Power of Nature","entries":["Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.","Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form."]},{"type":"entries","name":"Preserve the Balance","entries":["For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.","Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.","Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers."]},{"type":"entries","name":"Creating a Druid","entries":["When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.","Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.",{"type":"entries","name":"Quick Build","entries":["You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the {@background hermit} background."]}]},{"type":"inset","name":"Sacred Plants and Wood","entries":["A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.","Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.","Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants."]},{"type":"inset","name":"Druids and the Gods","entries":["Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.","In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.","The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations."]}],"source":"PHB","page":64},{"type":"section","entries":[{"type":"quote","entries":["Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it."],"by":"Safhran, archdruid"},"Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.","Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.",{"type":"quote","entries":["I've always liked druids, because they are made of natural ingredients. And I believe that everyone should have such a healthy diet."],"by":"Xanathar"},{"type":"entries","name":"Treasured Item","entries":["Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.","When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?",{"type":"table","caption":"Treasured Item","colLabels":["{@dice d6}","Treasured Item"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A twig from the meeting tree that stands in the center of your village"],[{"type":"cell","roll":{"exact":2}},"A vial of water from the source of a sacred river"],[{"type":"cell","roll":{"exact":3}},"Special herbs tied together in a bundle"],[{"type":"cell","roll":{"exact":4}},"A small bronze bowl engraved with animal images"],[{"type":"cell","roll":{"exact":5}},"A rattle made from a dried gourd and holly berries"],[{"type":"cell","roll":{"exact":6}},"A miniature golden sickle handed down to you by your mentor"]]}]},{"type":"entries","name":"Guiding Aspects","entries":["Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.",{"type":"table","caption":"Guiding Aspects","colLabels":["{@dice d6}","Guiding Aspects"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth."],[{"type":"cell","roll":{"exact":2}},"Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude."],[{"type":"cell","roll":{"exact":3}},"The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind."],[{"type":"cell","roll":{"exact":4}},"The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world."],[{"type":"cell","roll":{"exact":5}},"The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray."],[{"type":"cell","roll":{"exact":6}},"As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack."]]}]},{"type":"entries","name":"Mentors","entries":["It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.","If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?",{"type":"table","caption":"Mentors","colLabels":["{@dice d6}","Mentors"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months."],[{"type":"cell","roll":{"exact":2}},"You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world."],[{"type":"cell","roll":{"exact":3}},"Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form."],[{"type":"cell","roll":{"exact":4}},"You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master."],[{"type":"cell","roll":{"exact":5}},"Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form."],[{"type":"cell","roll":{"exact":6}},"Your mentor was a werebear who taught you to treat all living things with equal regard."]]}]},{"type":"section","name":"Learning Beast Shapes","entries":["The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.","When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level.",{"type":"quote","entries":["If I could turn into something else, I wouldn't. Because everything else is inferior to me."],"by":"Xanathar"},"These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.","The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).",{"type":"tableGroup","tables":[{"type":"table","caption":"Arctic","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Owl}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/4","{@creature Giant owl}","Fly"],["1","{@creature Brown bear}","—"],["2","{@creature Polar bear}","Swim"],["2","{@creature Saber-toothed tiger}","—"],["6","{@creature Mammoth}","—"]]},{"type":"table","caption":"Coast","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Crab}","Swim"],["0","{@creature Eagle}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Giant crab}","Swim"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Giant lizard}","—"],["1/4","{@creature Giant wolf spider}","—"],["1/4","{@creature Pteranodon}","Fly"],["1","{@creature Giant eagle}","Fly"],["1","{@creature Giant toad}","Swim"],["2","{@creature Plesiosaurus}","Swim"]]},{"type":"table","caption":"Desert","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Cat}","—"],["0","{@creature Hyena}","—"],["0","{@creature Jackal}","—"],["0","{@creature Scorpion}","—"],["0","{@creature Vulture}","Fly"],["1/8","{@creature Camel}","—"],["1/8","{@creature Flying snake}","Fly"],["1/8","{@creature Mule}","—"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Constrictor snake}","Swim"],["1/4","{@creature Giant lizard}","—"],["1/4","{@creature Giant poisonous snake}","Swim"],["1/4","{@creature Giant wolf spider}","—"],["1","{@creature Giant hyena}","—"],["1","{@creature Giant spider}","—"],["1","{@creature Giant toad}","Swim"],["1","{@creature Giant vulture}","Fly"],["1","{@creature Lion}","—"],["2","{@creature Giant constrictor snake}","Swim"],["3","{@creature Giant scorpion}","—"]]},{"type":"table","caption":"Forest","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Baboon}","—"],["0","{@creature Badger}","—"],["0","{@creature Cat}","—"],["0","{@creature Deer}","—"],["0","{@creature Hyena}","—"],["0","{@creature Owl}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Flying snake}","Fly"],["1/8","{@creature Giant rat}","—"],["1/8","{@creature Giant weasel}","—"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Mastiff}","—"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Boar}","—"],["1/4","{@creature Constrictor snake}","Swim"],["1/4","{@creature Elk}","—"],["1/4","{@creature Giant badger}","—"],["1/4","{@creature Giant bat}","Fly"],["1/4","{@creature Giant frog}","Swim"],["1/4","{@creature Giant lizard}","—"],["1/4","{@creature Giant owl}","Fly"],["1/4","{@creature Giant poisonous snake}","Swim"],["1/4","{@creature Giant wolf spider}","—"],["1/4","{@creature Panther}","—"],["1/4","{@creature Wolf}","—"],["1/2","{@creature Ape}","—"],["1/2","{@creature Black bear}","—"],["1/2","{@creature Giant wasp}","Fly"],["1","{@creature Brown bear}","—"],["1","{@creature Dire wolf}","—"],["1","{@creature Giant hyena}","—"],["1","{@creature Giant spider}","—"],["1","{@creature Giant toad}","Swim"],["1","{@creature Tiger}","—"],["2","{@creature Giant boar}","—"],["2","{@creature Giant constrictor snake}","Swim"],["2","{@creature Giant elk}","—"]]},{"type":"table","caption":"Grassland","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Cat}","—"],["0","{@creature Deer}","—"],["0","{@creature Eagle}","Fly"],["0","{@creature Goat}","—"],["0","{@creature Hyena}","—"],["0","{@creature Jackal}","—"],["0","{@creature Vulture}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Flying snake}","Fly"],["1/8","{@creature Giant weasel}","—"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Axe beak}","—"],["1/4","{@creature Boar}","—"],["1/4","{@creature Elk}","—"],["1/4","{@creature Giant poisonous snake}","Swim"],["1/4","{@creature Giant wolf spider}","—"],["1/4","{@creature Panther} (leopard)","—"],["1/4","{@creature Pteranodon}","Fly"],["1/4","{@creature Riding horse}","—"],["1/4","{@creature Wolf}","—"],["1/2","{@creature Giant goat}","—"],["1/2","{@creature Giant wasp}","Fly"],["1","{@creature Giant eagle}","Fly"],["1","{@creature Giant hyena}","—"],["1","{@creature Giant vulture}","Fly"],["1","{@creature Lion}","—"],["1","{@creature Tiger}","—"],["2","{@creature Allosaurus}","—"],["2","{@creature Giant boar}","—"],["2","{@creature Giant elk}","—"],["2","{@creature Rhinoceros}","—"],["3","{@creature Ankylosaurus}","—"],["4","{@creature Elephant}","—"],["5","{@creature Triceratops}","—"]]},{"type":"table","caption":"Hill","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Baboon}","—"],["0","{@creature Eagle}","Fly"],["0","{@creature Goat}","—"],["0","{@creature Hyena}","—"],["0","{@creature Raven}","Fly"],["0","{@creature Vulture}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Giant weasel}","—"],["1/8","{@creature Mastiff}","—"],["1/8","{@creature Mule}","—"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Axe beak}","—"],["1/4","{@creature Boar}","—"],["1/4","{@creature Elk}","—"],["1/4","{@creature Giant owl}","Fly"],["1/4","{@creature Giant wolf spider}","—"],["1/4","{@creature Panther} (cougar)","—"],["1/4","{@creature Wolf}","—"],["1/2","{@creature Giant goat}","—"],["1","{@creature Brown bear}","—"],["1","{@creature Dire wolf}","—"],["1","{@creature Giant eagle}","Fly"],["1","{@creature Giant hyena}","—"],["1","{@creature Lion}","—"],["2","{@creature Giant boar}","—"],["2","{@creature Giant elk}","—"]]},{"type":"table","caption":"Mountain","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Eagle}","Fly"],["0","{@creature Goat}","—"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Pteranodon}","Fly"],["1/2","{@creature Giant goat}","—"],["1","{@creature Giant eagle}","Fly"],["1","{@creature Lion}","—"],["2","{@creature Giant elk}","—"],["2","{@creature Saber-toothed tiger}","—"]]},{"type":"table","caption":"Swamp","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Rat}","—"],["0","{@creature Raven}","Fly"],["1/8","{@creature Giant rat}","—"],["1/8","{@creature Poisonous snake}","Swim"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Constrictor snake}","Swim"],["1/4","{@creature Giant frog}","Swim"],["1/4","{@creature Giant lizard}","—"],["1/4","{@creature Giant poisonous snake}","Swim"],["1/2","{@creature Crocodile}","Swim"],["1","{@creature Giant spider}","—"],["1","{@creature Giant toad}","Swim"],["2","{@creature Giant constrictor snake}","Swim"],["5","{@creature Giant crocodile}","Swim"]]},{"type":"table","caption":"Underdark","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Giant fire beetle}","—"],["1/8","{@creature Giant rat}","—"],["1/8","{@creature Stirge}","Fly"],["1/4","{@creature Giant bat}","Fly"],["1/4","{@creature Giant centipede}","—"],["1/4","{@creature Giant lizard}","—"],["1/4","{@creature Giant poisonous snake}","Swim"],["1","{@creature Giant spider}","—"],["1","{@creature Giant toad}","Swim"],["2","{@creature Giant constrictor snake}","Swim"],["2","{@creature Polar bear} (cave bear)","Swim"]]},{"type":"table","caption":"Underwater","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Quipper}","Swim"],["1/4","{@creature Constrictor snake}","Swim"],["1/2","{@creature Giant sea horse}","Swim"],["1/2","{@creature Reef shark}","Swim"],["1","{@creature Giant octopus}","Swim"],["2","{@creature Giant constrictor snake}","Swim"],["2","{@creature Hunter shark}","Swim"],["2","{@creature Plesiosaurus}","Swim"],["3","{@creature Killer whale}","Swim"],["5","{@creature Giant shark}","Swim"]]}],"data":{"tableInclude":true}}]}],"source":"XGE","page":21}],"gallery":[{"path":"classes/PHB/Druid.webp"}],"hidden":true,"otherVersions":[{"id":"druid","source":"XPHB"}]},{"id":"expert-sidekick","name":"Expert Sidekick","source":"TCE","page":142,"srd":false,"image":"classes/TCE/Expert Sidekick.webp","hitDie":"-","primaryAbility":"","savingThrows":"","proficiencies":"","armorProficiencies":"","weaponProficiencies":"","toolProficiencies":"","subclassTitle":"Subclass","table":{"headers":["Level","Prof. Bonus","Features"],"rows":[["1","+2","Sidekick Class, Bonus Proficiencies, Helpful"],["2","+2","Cunning Action"],["3","+2","Expertise"],["4","+2","Ability Score Improvement"],["5","+3","-"],["6","+3","Coordinated Strike"],["7","+3","Evasion"],["8","+3","Ability Score Improvement"],["9","+4","-"],["10","+4","Ability Score Improvement"],["11","+4","Inspiring Help"],["12","+4","Ability Score Improvement"],["13","+5","-"],["14","+5","Reliable Talent"],["15","+5","Expertise"],["16","+5","Ability Score Improvement"],["17","+6","-"],["18","+6","Sharp Mind"],["19","+6","Ability Score Improvement"],["20","+6","Inspiring Help Improvement"]]},"features":[{"level":1,"name":"Sidekick Class","entries":["{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}"]},{"level":1,"name":"Bonus Proficiencies","entries":["{@i 1st-level Warrior feature}","The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.","In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Acrobatics}, {@skill Animal Handling}, {@skill Athletics}, {@skill Intimidation}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.","The sidekick gains proficiency with all armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it gains proficiency with shields and all simple and martial weapons."]},{"level":1,"name":"Helpful","entries":["{@i 1st-level Expert feature}","The sidekick is adept at giving well-timed assistance; the sidekick can take the {@action Help} action as a bonus action."]},{"level":2,"name":"Cunning Action","entries":["{@i 2nd-level Expert feature}","The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action."]},{"level":3,"name":"Expertise","entries":["{@i 3rd-level Expert feature}","Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.","At 15th level, choose two more of the sidekick's skill proficiencies to gain this benefit."]},{"level":4,"name":"Ability Score Improvement","entries":["{@i 4th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":6,"name":"Coordinated Strike","entries":["{@i 6th-level Expert feature}","The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra {@damage 2d6} damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack."]},{"level":7,"name":"Evasion","entries":["{@i 7th-level Expert feature}","Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick 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 failed. The sidekick doesn't benefit from this feature while {@condition incapacitated}."]},{"level":8,"name":"Ability Score Improvement","entries":["{@i 8th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Ability Score Improvement","entries":["{@i 10th-level Expert feature}","At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":11,"name":"Inspiring Help","entries":["{@i 11th-level Expert feature}","When the sidekick takes the {@action Help} action, the creature who receives the help also gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.","At 20th level, the bonus increases to {@dice 2d6}."]},{"level":12,"name":"Ability Score Improvement","entries":["{@i 12th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Reliable Talent","entries":["{@i 14th-level Expert feature}","The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10."]},{"level":15,"name":"Expertise","entries":["{@i 15th-level Expert feature}","Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies."]},{"level":16,"name":"Ability Score Improvement","entries":["{@i 16th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":18,"name":"Sharp Mind","entries":["{@i 18th-level Expert feature}","The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma."]},{"level":19,"name":"Ability Score Improvement","entries":["{@i 19th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Inspiring Help Improvement","entries":["{@i 20th-level Expert feature}","At 20th level, the bonus dice granted by the sidekick's Inspiring Help increases to {@dice 2d6}."]}],"subclasses":[],"lore":[{"name":"Expert Sidekick","type":"section","entries":["The Expert is a master of certain tasks or knowledge, favoring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar."],"source":"TCE"}],"gallery":[{"path":"classes/TCE/Expert Sidekick.webp","title":"Experts, Left to Right: a Tortle, a Winged Kobold, and a Kenku","credit":"Mark Behm"}]},{"id":"fighter","name":"Fighter","source":"XPHB","page":90,"srd":true,"image":"classes/XPHB/Fighter.webp","hitDie":"d10","primaryAbility":"Strength or Dexterity","savingThrows":"Strength, Constitution","proficiencies":"Armor: Light, Medium, Heavy, Shield · Weapons: Simple, Martial · Skills: choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival","armorProficiencies":"Light, Medium, Heavy, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Fighter Subclass","table":{"headers":["Level","Prof. Bonus","Features","Second Wind","Weapon Mastery"],"rows":[["1","+2","Fighting Style, Second Wind, Weapon Mastery","2","3"],["2","+2","Action Surge, Tactical Mind","2","3"],["3","+2","Fighter Subclass","2","3"],["4","+2","Ability Score Improvement","3","4"],["5","+3","Extra Attack, Tactical Shift","3","4"],["6","+3","Ability Score Improvement","3","4"],["7","+3","Subclass Feature","3","4"],["8","+3","Ability Score Improvement","3","4"],["9","+4","Indomitable, Tactical Master","3","4"],["10","+4","Subclass Feature","4","5"],["11","+4","Two Extra Attacks","4","5"],["12","+4","Ability Score Improvement","4","5"],["13","+5","Indomitable, Studied Attacks","4","5"],["14","+5","Ability Score Improvement","4","5"],["15","+5","Subclass Feature","4","5"],["16","+5","Ability Score Improvement","4","6"],["17","+6","Action Surge, Indomitable","4","6"],["18","+6","Subclass Feature","4","6"],["19","+6","Epic Boon","4","6"],["20","+6","Three Extra Attacks","4","6"]]},"features":[{"level":1,"name":"Fighting Style","entries":["You have honed your martial prowess and gain a {@filter Fighting Style feat|feats|category=FS} of your choice. {@feat Defense|XPHB} is recommended.","Whenever you gain a Fighter level, you can replace the feat you chose with a different {@filter Fighting Style feat|feats|category=FS}."]},{"level":1,"name":"Second Wind","entries":["You have a limited well of physical and mental stamina that you can draw on. As a {@variantrule Bonus Action|XPHB}, you can use it to regain {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Fighter level.","You can use this feature twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table."]},{"level":1,"name":"Weapon Mastery","entries":["Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of three kinds of {@filter Simple|items|type=simple weapon} or {@filter Martial|items|type=martial weapon} weapons of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.","When you reach certain Fighter levels, you gain the ability to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table."]},{"level":2,"name":"Action Surge","entries":["You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.","Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn."]},{"level":2,"name":"Tactical Mind","entries":["You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining {@variantrule Hit Points|XPHB}, you roll {@dice 1d10} and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended."]},{"level":3,"name":"Fighter Subclass","entries":["You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16."]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":5,"name":"Tactical Shift","entries":["Whenever you activate your Second Wind with a {@variantrule Bonus Action|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"level":6,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":7,"name":"Subclass Feature","entries":["You gain a feature from your Fighter Subclass."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Indomitable","entries":["If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.","You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17."]},{"level":9,"name":"Tactical Master","entries":["When you attack with a weapon whose mastery property you can use, you can replace that property with the {@itemMastery Push|XPHB}, {@itemMastery Sap|XPHB}, or {@itemMastery Slow|XPHB} property for that attack."]},{"level":10,"name":"Subclass Feature","entries":["You gain a feature from your Fighter Subclass."]},{"level":11,"name":"Two Extra Attacks","entries":["You can attack three times instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Indomitable","entries":["If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.","You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17."]},{"level":13,"name":"Studied Attacks","entries":["You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn."]},{"level":14,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":15,"name":"Subclass Feature","entries":["You gain a feature from your Fighter Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Action Surge","entries":["You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.","Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn."]},{"level":17,"name":"Indomitable","entries":["If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.","You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17."]},{"level":18,"name":"Subclass Feature","entries":["You gain a feature from your Fighter Subclass."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Combat Prowess|XPHB} is recommended."]},{"level":20,"name":"Three Extra Attacks","entries":["You can attack four times instead of once whenever you take the {@action Attack|XPHB} action on your turn."]}],"subclasses":[{"name":"Arcane Archer","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Arcane Archer","entries":["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.",{"type":"entries","name":"Arcane Archer Lore","entries":["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 {@skill Arcana} or the {@skill Nature} skill, and you choose to learn either the {@spell prestidigitation} or the {@spell druidcraft} cantrip."]},{"type":"entries","name":"Arcane Shot","entries":["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 {@action 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."]},{"type":"entries","name":"Arcane Shot Options","entries":["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:",{"type":"abilityDc","name":"Arcane Shot","attributes":["int"]},{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Banishing Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Beguiling Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Bursting Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Enfeebling Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Grasping Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Piercing Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Seeking Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Shadow Arrow|XGE"}]}]}]},{"level":7,"name":"Magic Arrow","entries":["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."]},{"level":7,"name":"Curving Shot","entries":["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."]},{"level":7,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 7th level."]},{"level":10,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 10th level."]},{"level":15,"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."]},{"level":15,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 15th level."]},{"level":18,"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."]}]},{"name":"Banneret","source":"FRHoF","image":"classes/FRHoF/Banneret Fighter.webp","gallery":[{"path":"classes/FRHoF/Banneret Fighter.webp","credit":"Leroy Steinmann"}],"features":[{"level":3,"name":"Banneret","entries":["{@i Rally Fellow Heroes with Inspiring Leadership}","Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.","A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.",{"type":"entries","name":"Knightly Envoy","entries":["You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.",{"type":"entries","name":"Comprehension","entries":["You can cast the {@spell Comprehend Languages|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Charisma is your spellcasting ability for it."]},{"type":"entries","name":"Polyglot","entries":["You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a {@variantrule Long Rest|XPHB}, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours."]},{"type":"entries","name":"Well Spoken","entries":["You gain proficiency in one of the following skills of your choice: {@skill Insight|XPHB}, {@skill Intimidation|XPHB}, {@skill Persuasion|XPHB}, or {@skill Performance|XPHB}."]}]},{"type":"entries","name":"Group Recovery","entries":["When you use your Second Wind to regain {@variantrule Hit Points|XPHB}, you can choose a number of allies within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains {@variantrule Hit Points|XPHB} equal to {@dice 1d4} plus your Fighter level. Once you use this ability, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":7,"name":"Team Tactics","entries":["When you use Group Recovery, each chosen ally has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the start of your next turn."]},{"level":10,"name":"Rallying Surge","entries":["When you use your Action Surge, you can choose allies within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a {@variantrule Reaction|XPHB} to use one of the following options.",{"type":"entries","name":"Attack","entries":["The ally makes one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}."]},{"type":"entries","name":"Move","entries":["The ally moves up to half its {@variantrule Speed|XPHB} without provoking an {@action Opportunity Attack|XPHB}."]}]},{"level":15,"name":"Shared Resilience","entries":["When an ally you can see within 60 feet of yourself fails a saving throw, you can take a {@variantrule Reaction|XPHB} to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll."]},{"level":18,"name":"Inspiring Commander","entries":["You gain the following benefits.",{"type":"entries","name":"Bolstered Rally","entries":["The area of effect for both Group Recovery and Rallying Surge is now a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}."]},{"type":"entries","name":"Unshakable Bravery","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions."]}]}]},{"name":"Battle Master","source":"PHB","features":[{"level":3,"name":"Battle Master","entries":["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.",{"type":"entries","name":"Student of War","entries":["At 3rd level, you gain proficiency with one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice."]},{"type":"entries","name":"Combat Superiority","entries":["When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.",{"type":"entries","entries":[{"type":"entries","name":"Maneuvers","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Superiority Dice","entries":["You have four superiority dice, which are {@dice d8}s. 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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Saving Throws","entries":["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:",{"type":"abilityDc","name":"Maneuver","attributes":["str","dex"]}]}]}]},{"type":"entries","name":"Maneuvers","entries":["The maneuvers are presented in alphabetical order.",{"type":"options","count":3,"entries":[{"type":"refOptionalfeature","optionalfeature":"Commander's Strike"},{"type":"refOptionalfeature","optionalfeature":"Disarming Attack"},{"type":"refOptionalfeature","optionalfeature":"Distracting Strike"},{"type":"refOptionalfeature","optionalfeature":"Evasive Footwork"},{"type":"refOptionalfeature","optionalfeature":"Feinting Attack"},{"type":"refOptionalfeature","optionalfeature":"Goading Attack"},{"type":"refOptionalfeature","optionalfeature":"Lunging Attack"},{"type":"refOptionalfeature","optionalfeature":"Maneuvering Attack"},{"type":"refOptionalfeature","optionalfeature":"Menacing Attack"},{"type":"refOptionalfeature","optionalfeature":"Parry"},{"type":"refOptionalfeature","optionalfeature":"Precision Attack"},{"type":"refOptionalfeature","optionalfeature":"Pushing Attack"},{"type":"refOptionalfeature","optionalfeature":"Rally"},{"type":"refOptionalfeature","optionalfeature":"Riposte"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Attack"},{"type":"refOptionalfeature","optionalfeature":"Trip Attack"}]}]},{"type":"entries","name":"Maneuver Options","entries":["{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}","If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the {@optfeature Superior Technique|TCE} fighting style or the {@feat Martial Adept} feat.",{"type":"entries","entries":[{"type":"options","entries":[{"type":"refOptionalfeature","optionalfeature":"Ambush|TCE"},{"type":"refOptionalfeature","optionalfeature":"Bait and Switch|TCE"},{"type":"refOptionalfeature","optionalfeature":"Brace|TCE"},{"type":"refOptionalfeature","optionalfeature":"Commanding Presence|TCE"},{"type":"refOptionalfeature","optionalfeature":"Grappling Strike|TCE"},{"type":"refOptionalfeature","optionalfeature":"Quick Toss|TCE"},{"type":"refOptionalfeature","optionalfeature":"Tactical Assessment|TCE"}]}]}]}]},{"level":7,"name":"Additional Maneuvers","entries":["At 7th level, you learn two additional maneuvers of your choice."]},{"level":7,"name":"Additional Superiority Die","entries":["You gain another superiority die at 7th level."]},{"level":7,"name":"Know Your Enemy","entries":["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:",{"type":"list","items":["Strength score","Dexterity score","Constitution score","Armor Class","Current hit points","Total class levels (if any)","Fighter class levels (if any)"]}]},{"level":10,"name":"Additional Maneuvers","entries":["At 10th level, you learn two additional maneuvers of your choice."]},{"level":10,"name":"Improved Combat Superiority (d10)","entries":["At 10th level, your superiority dice turn into {@dice d10}s."]},{"level":15,"name":"Additional Maneuvers","entries":["At 15th level, you learn two additional maneuvers of your choice."]},{"level":15,"name":"Additional Superiority Die","entries":["You gain another superiority die at 15th level."]},{"level":15,"name":"Relentless","entries":["Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die."]},{"level":18,"name":"Improved Combat Superiority (d12)","entries":["At 18th level, your superiority dice turn into {@dice d12}s."]}]},{"name":"Battle Master","source":"XPHB","image":"classes/XPHB/Battle Master Fighter.webp","gallery":[{"path":"classes/XPHB/Battle Master Fighter.webp","credit":"Ignarius Budi"}],"features":[{"level":3,"name":"Battle Master","entries":["{@i Master Sophisticated Battle Maneuvers}","Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.",{"type":"entries","name":"Combat Superiority","entries":["Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.",{"type":"entries","name":"Maneuvers","entries":["You learn three maneuvers of your choice from the \"{@filter Maneuvers Options|optionalfeatures|feature type=MV:B|source=XPHB}\" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.","You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one."]},{"type":"entries","name":"Superiority Dice","entries":["You have four Superiority Dice, which are {@dice d8|d8s}. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total)."]},{"type":"entries","name":"Saving Throws","entries":["If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and {@variantrule Proficiency|XPHB|Proficiency Bonus}."]}]},{"type":"entries","name":"Student of War","entries":["You gain proficiency with one type of {@item Artisan's Tools|XPHB} of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1."]},{"type":"entries","name":"Maneuver Options","entries":["The maneuvers are presented here in alphabetical order.",{"type":"options","count":3,"entries":[{"type":"refOptionalfeature","optionalfeature":"Ambush|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Bait and Switch|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Commander's Strike|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Commanding Presence|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Disarming Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Distracting Strike|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Evasive Footwork|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Feinting Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Goading Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Lunging Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Maneuvering Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Menacing Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Parry|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Precision Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Pushing Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Rally|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Riposte|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Tactical Assessment|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Trip Attack|XPHB"}]}]}]},{"level":7,"name":"Know Your Enemy","entries":["As a {@variantrule Bonus Action|XPHB}, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also restore a use of the feature by expending one Superiority Die (no action required)."]},{"level":10,"name":"Improved Combat Superiority","entries":["Your Superiority Die becomes a {@dice d10}."]},{"level":15,"name":"Relentless","entries":["Once per turn, when you use a maneuver, you can roll {@dice 1d8} and use the number rolled instead of expending a Superiority Die."]},{"level":18,"name":"Ultimate Combat Superiority","entries":["Your Superiority Die becomes a {@dice d12}."]}]},{"name":"Cavalier","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Cavalier","entries":["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.",{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."]},{"type":"entries","name":"Born to the Saddle","entries":["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 {@condition incapacitated}.","Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."]},{"type":"entries","name":"Unwavering Mark","entries":["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 {@condition 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":7,"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 {@dice 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":10,"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":15,"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 {@condition prone}. You can use this feature only once on each of your turns."]},{"level":18,"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."]}]},{"name":"Champion","source":"PHB","features":[{"level":3,"name":"Champion","entries":["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.",{"type":"entries","name":"Improved Critical","entries":["Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20."]}]},{"level":7,"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":10,"name":"Additional Fighting Style","entries":["At 10th level, you can choose a second option from the Fighting Style class feature."]},{"level":15,"name":"Superior Critical","entries":["Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20."]},{"level":18,"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."]}]},{"name":"Champion","source":"XPHB","image":"classes/XPHB/Champion Fighter.webp","gallery":[{"path":"classes/XPHB/Champion Fighter.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Champion","entries":["{@i Pursue Physical Excellence in Combat}","A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.",{"type":"entries","name":"Improved Critical","entries":["Your attack rolls with weapons and Unarmed Strikes can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}."]},{"type":"entries","name":"Remarkable Athlete","entries":["Thanks to your athleticism, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Strength ({@skill Athletics|XPHB}) checks.","In addition, immediately after you score a {@variantrule Critical Hit|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]},{"level":7,"name":"Additional Fighting Style","entries":["You gain another {@filter Fighting Style feat|feats|category=FS} of your choice."]},{"level":10,"name":"Heroic Warrior","entries":["The thrill of battle drives you toward victory. During combat, you can give yourself {@variantrule Heroic Inspiration|XPHB} whenever you start your turn without it."]},{"level":15,"name":"Superior Critical","entries":["Your attack rolls with weapons and Unarmed Strikes can now score a {@variantrule Critical Hit|XPHB} on a roll of 18–20 on the {@dice d20}."]},{"level":18,"name":"Survivor","entries":["You attain the pinnacle of resilience in battle, giving you these benefits.",{"type":"entries","name":"Defy Death","entries":["You have {@variantrule Advantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}. Moreover, when you roll 18–20 on a {@variantrule Death Saving Throw|XPHB}, you gain the benefit of rolling a 20 on it."]},{"type":"entries","name":"Heroic Rally","entries":["At the start of each of your turns, you regain {@variantrule Hit Points|XPHB} equal to 5 plus your Constitution modifier if you are {@status Bloodied|XPHB} and have at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}]}]},{"name":"Echo Knight","source":"EGW","image":"classes/EGW/Echo Knight Fighter.webp","gallery":[{"path":"classes/EGW/Echo Knight Fighter.webp"}],"features":[{"level":3,"name":"Echo Knight","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.",{"type":"entries","name":"Manifest Echo","entries":["{@i 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 {@condition 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 {@action 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."]}]},{"type":"entries","name":"Unleash Incarnation","entries":["{@i 3rd-level Echo Knight feature}","You can heighten your echo's fury. Whenever you take the {@action 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."]}]},{"level":7,"name":"Echo Avatar","entries":["{@i 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 {@condition deafened} and {@condition 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."]},{"level":10,"name":"Shadow Martyr","entries":["{@i 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."]},{"level":15,"name":"Reclaim Potential","entries":["{@i 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 {@dice 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."]},{"level":18,"name":"Legion of One","entries":["{@i 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."]}]},{"name":"Eldritch Knight","source":"PHB","features":[{"level":3,"name":"Eldritch Knight","entries":["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.",{"type":"entries","name":"Spellcasting","entries":["When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",{"type":"entries","name":"Cantrips","entries":["You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level."]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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 {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spells Known of 1st-Level and Higher","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["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.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]}]}]},{"type":"entries","name":"Weapon Bond","entries":["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 {@condition 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":7,"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":10,"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":15,"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":18,"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."]}]},{"name":"Eldritch Knight","source":"XPHB","image":"classes/XPHB/Eldritch Knight Fighter.webp","gallery":[{"path":"classes/XPHB/Eldritch Knight Fighter.webp","credit":"Hocheol Ryu"}],"features":[{"level":3,"name":"Eldritch Knight","entries":["{@i Support Combat Skills with Arcane Magic}","Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.",{"type":"entries","name":"Spellcasting","entries":["You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.",{"type":"entries","name":"Cantrips","entries":["You know two cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Ray of Frost|XPHB} and {@spell Shocking Grasp|XPHB} are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the {@filter Wizard spell list|spells|class=Wizard}.","When you reach Fighter level 10, you learn another Wizard cantrip of your choice."]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]}]},{"type":"entries","entries":[{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the {@filter Wizard spell list|spells|class=Wizard}. {@spell Burning Hands|XPHB}, {@spell Jump|XPHB}, and {@spell Shield|XPHB} are recommended.","The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the {@filter Wizard spell list|spells|class=Wizard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination."]}]},{"type":"entries","entries":[{"type":"entries","name":"Changing your Prepared Spells","entries":["Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Wizard spells."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells."]}]}]},{"type":"entries","name":"War Bond","entries":["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 {@variantrule Short Rest|XPHB}. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.","Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the {@condition Incapacitated|XPHB} condition. If it is on the same plane of existence, you can summon that weapon as a {@variantrule Bonus Action|XPHB}, causing it to teleport instantly to your hand.","You can have up to two bonded weapons, but you can summon only one at a time with a {@variantrule Bonus Action|XPHB}. If you attempt to bond with a third weapon, you must break the bond with one of the other two."]}]},{"level":7,"name":"War Magic","entries":["When you take the {@action Attack|XPHB} action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action."]},{"level":10,"name":"Eldritch Strike","entries":["You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has {@variantrule Disadvantage|XPHB} on the next saving throw it makes against a spell you cast before the end of your next turn."]},{"level":15,"name":"Arcane Charge","entries":["When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action."]},{"level":18,"name":"Improved War Magic","entries":["When you take the {@action Attack|XPHB} action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action."]}]},{"name":"Psi Warrior","source":"TCE","image":"classes/TCE/Psi Warrior Fighter.webp","gallery":[{"path":"classes/TCE/Psi Warrior Fighter.webp"}],"features":[{"level":3,"name":"Psi Warrior","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.",{"type":"entries","name":"Psionic Power","entries":["{@i 3rd-level Psi Warrior feature}","You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice 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 ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).","The powers below use your Psionic Energy dice.",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Protective Field","entries":["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."]},{"type":"entries","name":"Psionic Strike","entries":["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."]},{"type":"entries","name":"Telekinetic Movement","entries":["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."]}]}]}]},{"level":7,"name":"Telekinetic Adept","entries":["{@i 7th-level Psi Warrior feature}","You have mastered new ways to use your telekinetic abilities, detailed below.",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Psi-Powered Leap","entries":["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."]},{"type":"entries","name":"Telekinetic Thrust","entries":["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 {@condition prone} or move it up to 10 feet in any direction horizontally."]}]}]},{"level":10,"name":"Guarded Mind","entries":["{@i 10th-level Psi Warrior feature}","The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn {@condition charmed} or {@condition frightened}, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions."]},{"level":15,"name":"Bulwark of Force","entries":["{@i 15th-level Psi Warrior feature}","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 {@quickref Cover||3||half cover} for 1 minute or until you're {@condition 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."]},{"level":18,"name":"Telekinetic Master","entries":["{@i 18th-level Psi Warrior feature}","Your ability to move creatures and objects with your mind is matched by few. You can cast the {@spell 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."]}]},{"name":"Psi Warrior","source":"XPHB","image":"classes/XPHB/Psi Warrior Fighter.webp","gallery":[{"path":"classes/XPHB/Psi Warrior Fighter.webp","credit":"Javier Charro"}],"features":[{"level":3,"name":"Psi Warrior","entries":["{@i Augment Physical Might with Psionic Power}","Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.",{"type":"entries","name":"Psionic Power","entries":["You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.",{"type":"table","caption":"Psi Warrior Energy Dice","colLabels":["Fighter Level","Die Size","Number"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["3","{@dice D6}","4"],["5","{@dice D8}","6"],["9","{@dice D8}","8"],["11","{@dice D10}","8"],["13","{@dice D10}","10"],["17","{@dice D12}","12"]]},"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.","You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Protective Field","entries":["When you or another creature you can see within 30 feet of you takes damage, you can take a {@variantrule Reaction|XPHB} 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."]},{"type":"entries","name":"Psionic Strike","entries":["You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself 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."]},{"type":"entries","name":"Telekinetic Movement","entries":["You can move an object or a creature with your mind. As a {@action Magic|XPHB} action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.","Once you take this action, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]}]}]},{"level":7,"name":"Telekinetic Adept","entries":["You have mastered new ways to use your telekinetic abilities, detailed below.",{"type":"entries","name":"Psi-Powered Leap","entries":["As a {@variantrule Bonus Action|XPHB}, you gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. Once you take this {@variantrule Bonus Action|XPHB}, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"type":"entries","name":"Telekinetic Thrust","entries":["When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw ({@dc 8} plus your Intelligence modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, you can give the target the {@condition Prone|XPHB} condition or transport it up to 10 feet horizontally."]}]},{"level":10,"name":"Guarded Mind","entries":["You have {@variantrule Resistance|XPHB} to Psychic damage. Moreover, if you start your turn with the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions."]},{"level":15,"name":"Bulwark of Force","entries":["You can shield yourself and others with telekinetic force. As a {@variantrule Bonus Action|XPHB}, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has {@variantrule Cover|XPHB|Half Cover} for 1 minute or until you have the {@condition Incapacitated|XPHB} condition.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"level":18,"name":"Telekinetic Master","entries":["You always have the {@spell Telekinesis|XPHB} spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain {@status Concentration|XPHB} on it, including the turn when you cast it, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.","Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]}]},{"name":"Purple Dragon Knight (Banneret)","source":"SCAG","image":"classes/SCAG/Purple Dragon Knight (Banneret) Fighter.webp","gallery":[{"path":"classes/SCAG/Purple Dragon Knight (Banneret) Fighter.webp"}],"features":[{"level":3,"name":"Purple Dragon Knight (Banneret)","entries":["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.","A 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.","A 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.",{"type":"entries","name":"Restriction: Knighthood","entries":["Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.","Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights."]},{"type":"entries","name":"Rallying Cry","entries":["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":7,"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 {@skill Persuasion} skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.","Your proficiency bonus is doubled for any ability check you make that uses {@skill Persuasion}. You receive this benefit regardless of the skill proficiency you gain from this feature."]},{"level":10,"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":15,"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 {@condition 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":18,"name":"Inspiring Surge","entries":["Starting at 18th level, you can choose two allies within 60 feet of you, rather than one."]}]},{"name":"Rune Knight","source":"TCE","image":"classes/TCE/Rune Knight Fighter.webp","gallery":[{"path":"classes/TCE/Rune Knight Fighter.webp"}],"features":[{"level":3,"name":"Rune Knight","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.",{"type":"entries","name":"Bonus Proficiencies","entries":["{@i 3rd-level Rune Knight feature}","You gain proficiency with {@item smith's tools|PHB}, and you learn to speak, read, and write {@language Giant}."]},{"type":"entries","name":"Rune Carver","entries":["{@i 3rd-level Rune Knight feature}","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.",{"type":"table","caption":"Runes Known","colLabels":["Fighter Level","Number of Runes"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["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.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Cloud Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Fire Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Frost Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Stone Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Hill Rune|TCE","name":"Hill Rune (7th Level or Higher)"},{"type":"refOptionalfeature","optionalfeature":"Storm Rune|TCE","name":"Storm Rune (7th Level or Higher)"}]}]},{"type":"entries","name":"Giant's Might","entries":["{@i 3rd-level Rune Knight feature}","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:",{"type":"list","items":["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 {@damage 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."]}]},{"level":7,"name":"Runic Shield","entries":["{@i 7th-level Rune Knight feature}","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 {@dice 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."]},{"level":7,"name":"Additional Rune Known","entries":["{@i 7th-level Rune Knight feature}","You learn an additional Rune."]},{"level":10,"name":"Great Stature","entries":["{@i 10th-level Rune Knight feature}","The magic of your runes permanently alters you. When you gain this feature, roll {@dice 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 {@dice 1d8}."]},{"level":10,"name":"Additional Rune Known","entries":["{@i 10th-level Rune Knight feature}","You learn an additional Rune."]},{"level":15,"name":"Master of Runes","entries":["{@i 15th-level Rune Knight feature}","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."]},{"level":15,"name":"Additional Rune Known","entries":["{@i 15th-level Rune Knight feature}","You learn an additional Rune."]},{"level":18,"name":"Runic Juggernaut","entries":["{@i 18th-level Rune Knight feature}","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 {@dice 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."]}]},{"name":"Samurai","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Samurai","entries":["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.",{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."]},{"type":"entries","name":"Fighting Spirit","entries":["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":7,"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 ({@skill 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":10,"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":15,"name":"Rapid Strike","entries":["Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the {@action 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":18,"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 {@condition 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 {@condition 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."]}]}],"lore":[{"type":"section","name":"Fighter","source":"XPHB","page":90,"entries":["Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.","Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants."]}],"gallery":[{"path":"classes/XPHB/Fighter.webp","credit":"Nèstor Ossandón Leal"},{"path":"classes/XPHB/064-03-040.fighter-v-black-dragon.webp","title":"A Fighter stands between an ally and the onslaught of a black dragon","credit":"Campbell White"}],"otherVersions":[{"id":"fighter-phb","source":"PHB"}]},{"id":"fighter-phb","name":"Fighter","source":"PHB","page":70,"srd":false,"image":"classes/PHB/Fighter.webp","hitDie":"d10","primaryAbility":"","savingThrows":"Strength, Constitution","proficiencies":"Armor: Light, Medium, Heavy, Shield · Weapons: Simple, Martial · Skills: choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival","armorProficiencies":"Light, Medium, Heavy, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Martial Archetype","table":{"headers":["Level","Prof. Bonus","Features"],"rows":[["1","+2","Fighting Style, Second Wind"],["2","+2","Action Surge"],["3","+2","Martial Archetype"],["4","+2","Ability Score Improvement, Martial Versatility"],["5","+3","Extra Attack"],["6","+3","Ability Score Improvement"],["7","+3","Martial Archetype feature"],["8","+3","Ability Score Improvement"],["9","+4","Indomitable"],["10","+4","Martial Archetype feature"],["11","+4","Extra Attack (2)"],["12","+4","Ability Score Improvement"],["13","+5","Indomitable (two uses)"],["14","+5","Ability Score Improvement"],["15","+5","Martial Archetype feature"],["16","+5","Ability Score Improvement"],["17","+6","Action Surge (two uses), Indomitable (three uses)"],["18","+6","Martial Archetype feature"],["19","+6","Ability Score Improvement"],["20","+6","Extra Attack (3)"]]},"features":[{"level":1,"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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Archery"},{"type":"refOptionalfeature","optionalfeature":"Defense"},{"type":"refOptionalfeature","optionalfeature":"Dueling"},{"type":"refOptionalfeature","optionalfeature":"Great Weapon Fighting"},{"type":"refOptionalfeature","optionalfeature":"Protection"},{"type":"refOptionalfeature","optionalfeature":"Two-Weapon Fighting"},{"type":"refOptionalfeature","optionalfeature":"Blind Fighting|TCE"},{"type":"refOptionalfeature","optionalfeature":"Interception|TCE"},{"type":"refOptionalfeature","optionalfeature":"Superior Technique|TCE"},{"type":"refOptionalfeature","optionalfeature":"Thrown Weapon Fighting|TCE"},{"type":"refOptionalfeature","optionalfeature":"Unarmed Fighting|TCE"}]}]},{"level":1,"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 {@dice 1d10} + your fighter level.","Once you use this feature, you must finish a short or long rest before you can use it again."]},{"level":2,"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.","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."]},{"level":3,"name":"Martial Archetype","entries":["At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Martial Versatility","entries":["{@i 4th-level fighter {@variantrule optional class features|tce|optional 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 {@filter fighting style|optionalfeatures|feature type=FS:F} you know with another fighting style available to fighters.","If you know any {@filter maneuvers|optionalfeatures|feature type=MV:B} from the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype, you can replace one maneuver you know with a different maneuver."]}]},{"level":5,"name":"Extra Attack","entries":["Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action 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."]},{"level":6,"name":"Ability Score Improvement","entries":["When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":7,"name":"Martial Archetype feature","entries":["At 7th level, you gain a feature granted by your Martial Archetype."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"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."]},{"level":10,"name":"Martial Archetype feature","entries":["At 10th level, you gain a feature granted by your Martial Archetype."]},{"level":11,"name":"Extra Attack (2)","entries":["At 11th level, you can attack three times whenever you take the {@action Attack} action on your turn."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"name":"Indomitable (two uses)","entries":["At 13th level, you can use Indomitable twice between long rests."]},{"level":14,"name":"Ability Score Improvement","entries":["When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":15,"name":"Martial Archetype feature","entries":["At 15th level, you gain a feature granted by your Martial Archetype."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"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."]},{"level":17,"name":"Indomitable (three uses)","entries":["At 17th level, you can use Indomitable three times between long rests."]},{"level":18,"name":"Martial Archetype feature","entries":["At 18th level, you gain a feature granted by your Martial Archetype."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Extra Attack (3)","entries":["At 20th level, you can attack four times whenever you take the {@action Attack} action on your turn."]}],"subclasses":[{"name":"Arcane Archer","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Arcane Archer","entries":["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.",{"type":"entries","name":"Arcane Archer Lore","entries":["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 {@skill Arcana} or the {@skill Nature} skill, and you choose to learn either the {@spell prestidigitation} or the {@spell druidcraft} cantrip."]},{"type":"entries","name":"Arcane Shot","entries":["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 {@action 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."]},{"type":"entries","name":"Arcane Shot Options","entries":["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:",{"type":"abilityDc","name":"Arcane Shot","attributes":["int"]},{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Banishing Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Beguiling Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Bursting Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Enfeebling Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Grasping Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Piercing Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Seeking Arrow|XGE"},{"type":"refOptionalfeature","optionalfeature":"Shadow Arrow|XGE"}]}]}]},{"level":7,"name":"Magic Arrow","entries":["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."]},{"level":7,"name":"Curving Shot","entries":["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."]},{"level":7,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 7th level."]},{"level":10,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 10th level."]},{"level":15,"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."]},{"level":15,"name":"Additional Arcane Shot Option","entries":["You gain an additional Arcane Shot option of your choice when you reach 15th level."]},{"level":18,"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."]}]},{"name":"Banneret","source":"FRHoF","image":"classes/FRHoF/Banneret Fighter.webp","gallery":[{"path":"classes/FRHoF/Banneret Fighter.webp","credit":"Leroy Steinmann"}],"features":[{"level":3,"name":"Banneret","entries":["{@i Rally Fellow Heroes with Inspiring Leadership}","Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.","A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.",{"type":"entries","name":"Knightly Envoy","entries":["You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.",{"type":"entries","name":"Comprehension","entries":["You can cast the {@spell Comprehend Languages|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Charisma is your spellcasting ability for it."]},{"type":"entries","name":"Polyglot","entries":["You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a {@variantrule Long Rest|XPHB}, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours."]},{"type":"entries","name":"Well Spoken","entries":["You gain proficiency in one of the following skills of your choice: {@skill Insight|XPHB}, {@skill Intimidation|XPHB}, {@skill Persuasion|XPHB}, or {@skill Performance|XPHB}."]}]},{"type":"entries","name":"Group Recovery","entries":["When you use your Second Wind to regain {@variantrule Hit Points|XPHB}, you can choose a number of allies within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains {@variantrule Hit Points|XPHB} equal to {@dice 1d4} plus your Fighter level. Once you use this ability, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":7,"name":"Team Tactics","entries":["When you use Group Recovery, each chosen ally has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the start of your next turn."]},{"level":10,"name":"Rallying Surge","entries":["When you use your Action Surge, you can choose allies within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a {@variantrule Reaction|XPHB} to use one of the following options.",{"type":"entries","name":"Attack","entries":["The ally makes one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}."]},{"type":"entries","name":"Move","entries":["The ally moves up to half its {@variantrule Speed|XPHB} without provoking an {@action Opportunity Attack|XPHB}."]}]},{"level":15,"name":"Shared Resilience","entries":["When an ally you can see within 60 feet of yourself fails a saving throw, you can take a {@variantrule Reaction|XPHB} to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll."]},{"level":18,"name":"Inspiring Commander","entries":["You gain the following benefits.",{"type":"entries","name":"Bolstered Rally","entries":["The area of effect for both Group Recovery and Rallying Surge is now a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}."]},{"type":"entries","name":"Unshakable Bravery","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions."]}]}]},{"name":"Battle Master","source":"PHB","features":[{"level":3,"name":"Battle Master","entries":["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.",{"type":"entries","name":"Student of War","entries":["At 3rd level, you gain proficiency with one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice."]},{"type":"entries","name":"Combat Superiority","entries":["When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.",{"type":"entries","entries":[{"type":"entries","name":"Maneuvers","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Superiority Dice","entries":["You have four superiority dice, which are {@dice d8}s. 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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Saving Throws","entries":["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:",{"type":"abilityDc","name":"Maneuver","attributes":["str","dex"]}]}]}]},{"type":"entries","name":"Maneuvers","entries":["The maneuvers are presented in alphabetical order.",{"type":"options","count":3,"entries":[{"type":"refOptionalfeature","optionalfeature":"Commander's Strike"},{"type":"refOptionalfeature","optionalfeature":"Disarming Attack"},{"type":"refOptionalfeature","optionalfeature":"Distracting Strike"},{"type":"refOptionalfeature","optionalfeature":"Evasive Footwork"},{"type":"refOptionalfeature","optionalfeature":"Feinting Attack"},{"type":"refOptionalfeature","optionalfeature":"Goading Attack"},{"type":"refOptionalfeature","optionalfeature":"Lunging Attack"},{"type":"refOptionalfeature","optionalfeature":"Maneuvering Attack"},{"type":"refOptionalfeature","optionalfeature":"Menacing Attack"},{"type":"refOptionalfeature","optionalfeature":"Parry"},{"type":"refOptionalfeature","optionalfeature":"Precision Attack"},{"type":"refOptionalfeature","optionalfeature":"Pushing Attack"},{"type":"refOptionalfeature","optionalfeature":"Rally"},{"type":"refOptionalfeature","optionalfeature":"Riposte"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Attack"},{"type":"refOptionalfeature","optionalfeature":"Trip Attack"}]}]},{"type":"entries","name":"Maneuver Options","entries":["{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}","If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the {@optfeature Superior Technique|TCE} fighting style or the {@feat Martial Adept} feat.",{"type":"entries","entries":[{"type":"options","entries":[{"type":"refOptionalfeature","optionalfeature":"Ambush|TCE"},{"type":"refOptionalfeature","optionalfeature":"Bait and Switch|TCE"},{"type":"refOptionalfeature","optionalfeature":"Brace|TCE"},{"type":"refOptionalfeature","optionalfeature":"Commanding Presence|TCE"},{"type":"refOptionalfeature","optionalfeature":"Grappling Strike|TCE"},{"type":"refOptionalfeature","optionalfeature":"Quick Toss|TCE"},{"type":"refOptionalfeature","optionalfeature":"Tactical Assessment|TCE"}]}]}]}]},{"level":7,"name":"Additional Maneuvers","entries":["At 7th level, you learn two additional maneuvers of your choice."]},{"level":7,"name":"Additional Superiority Die","entries":["You gain another superiority die at 7th level."]},{"level":7,"name":"Know Your Enemy","entries":["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:",{"type":"list","items":["Strength score","Dexterity score","Constitution score","Armor Class","Current hit points","Total class levels (if any)","Fighter class levels (if any)"]}]},{"level":10,"name":"Additional Maneuvers","entries":["At 10th level, you learn two additional maneuvers of your choice."]},{"level":10,"name":"Improved Combat Superiority (d10)","entries":["At 10th level, your superiority dice turn into {@dice d10}s."]},{"level":15,"name":"Additional Maneuvers","entries":["At 15th level, you learn two additional maneuvers of your choice."]},{"level":15,"name":"Additional Superiority Die","entries":["You gain another superiority die at 15th level."]},{"level":15,"name":"Relentless","entries":["Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die."]},{"level":18,"name":"Improved Combat Superiority (d12)","entries":["At 18th level, your superiority dice turn into {@dice d12}s."]}]},{"name":"Battle Master","source":"XPHB","image":"classes/XPHB/Battle Master Fighter.webp","gallery":[{"path":"classes/XPHB/Battle Master Fighter.webp","credit":"Ignarius Budi"}],"features":[{"level":3,"name":"Battle Master","entries":["{@i Master Sophisticated Battle Maneuvers}","Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.",{"type":"entries","name":"Combat Superiority","entries":["Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.",{"type":"entries","name":"Maneuvers","entries":["You learn three maneuvers of your choice from the \"{@filter Maneuvers Options|optionalfeatures|feature type=MV:B|source=XPHB}\" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.","You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one."]},{"type":"entries","name":"Superiority Dice","entries":["You have four Superiority Dice, which are {@dice d8|d8s}. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total)."]},{"type":"entries","name":"Saving Throws","entries":["If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and {@variantrule Proficiency|XPHB|Proficiency Bonus}."]}]},{"type":"entries","name":"Student of War","entries":["You gain proficiency with one type of {@item Artisan's Tools|XPHB} of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1."]},{"type":"entries","name":"Maneuver Options","entries":["The maneuvers are presented here in alphabetical order.",{"type":"options","count":3,"entries":[{"type":"refOptionalfeature","optionalfeature":"Ambush|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Bait and Switch|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Commander's Strike|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Commanding Presence|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Disarming Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Distracting Strike|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Evasive Footwork|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Feinting Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Goading Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Lunging Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Maneuvering Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Menacing Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Parry|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Precision Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Pushing Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Rally|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Riposte|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Attack|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Tactical Assessment|XPHB"},{"type":"refOptionalfeature","optionalfeature":"Trip Attack|XPHB"}]}]}]},{"level":7,"name":"Know Your Enemy","entries":["As a {@variantrule Bonus Action|XPHB}, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also restore a use of the feature by expending one Superiority Die (no action required)."]},{"level":10,"name":"Improved Combat Superiority","entries":["Your Superiority Die becomes a {@dice d10}."]},{"level":15,"name":"Relentless","entries":["Once per turn, when you use a maneuver, you can roll {@dice 1d8} and use the number rolled instead of expending a Superiority Die."]},{"level":18,"name":"Ultimate Combat Superiority","entries":["Your Superiority Die becomes a {@dice d12}."]}]},{"name":"Cavalier","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Cavalier","entries":["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.",{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."]},{"type":"entries","name":"Born to the Saddle","entries":["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 {@condition incapacitated}.","Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."]},{"type":"entries","name":"Unwavering Mark","entries":["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 {@condition 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":7,"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 {@dice 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":10,"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":15,"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 {@condition prone}. You can use this feature only once on each of your turns."]},{"level":18,"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."]}]},{"name":"Champion","source":"PHB","features":[{"level":3,"name":"Champion","entries":["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.",{"type":"entries","name":"Improved Critical","entries":["Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20."]}]},{"level":7,"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":10,"name":"Additional Fighting Style","entries":["At 10th level, you can choose a second option from the Fighting Style class feature."]},{"level":15,"name":"Superior Critical","entries":["Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20."]},{"level":18,"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."]}]},{"name":"Champion","source":"XPHB","image":"classes/XPHB/Champion Fighter.webp","gallery":[{"path":"classes/XPHB/Champion Fighter.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Champion","entries":["{@i Pursue Physical Excellence in Combat}","A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.",{"type":"entries","name":"Improved Critical","entries":["Your attack rolls with weapons and Unarmed Strikes can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}."]},{"type":"entries","name":"Remarkable Athlete","entries":["Thanks to your athleticism, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Strength ({@skill Athletics|XPHB}) checks.","In addition, immediately after you score a {@variantrule Critical Hit|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]},{"level":7,"name":"Additional Fighting Style","entries":["You gain another {@filter Fighting Style feat|feats|category=FS} of your choice."]},{"level":10,"name":"Heroic Warrior","entries":["The thrill of battle drives you toward victory. During combat, you can give yourself {@variantrule Heroic Inspiration|XPHB} whenever you start your turn without it."]},{"level":15,"name":"Superior Critical","entries":["Your attack rolls with weapons and Unarmed Strikes can now score a {@variantrule Critical Hit|XPHB} on a roll of 18–20 on the {@dice d20}."]},{"level":18,"name":"Survivor","entries":["You attain the pinnacle of resilience in battle, giving you these benefits.",{"type":"entries","name":"Defy Death","entries":["You have {@variantrule Advantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}. Moreover, when you roll 18–20 on a {@variantrule Death Saving Throw|XPHB}, you gain the benefit of rolling a 20 on it."]},{"type":"entries","name":"Heroic Rally","entries":["At the start of each of your turns, you regain {@variantrule Hit Points|XPHB} equal to 5 plus your Constitution modifier if you are {@status Bloodied|XPHB} and have at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}]}]},{"name":"Echo Knight","source":"EGW","image":"classes/EGW/Echo Knight Fighter.webp","gallery":[{"path":"classes/EGW/Echo Knight Fighter.webp"}],"features":[{"level":3,"name":"Echo Knight","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.",{"type":"entries","name":"Manifest Echo","entries":["{@i 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 {@condition 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 {@action 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."]}]},{"type":"entries","name":"Unleash Incarnation","entries":["{@i 3rd-level Echo Knight feature}","You can heighten your echo's fury. Whenever you take the {@action 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."]}]},{"level":7,"name":"Echo Avatar","entries":["{@i 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 {@condition deafened} and {@condition 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."]},{"level":10,"name":"Shadow Martyr","entries":["{@i 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."]},{"level":15,"name":"Reclaim Potential","entries":["{@i 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 {@dice 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."]},{"level":18,"name":"Legion of One","entries":["{@i 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."]}]},{"name":"Eldritch Knight","source":"PHB","features":[{"level":3,"name":"Eldritch Knight","entries":["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.",{"type":"entries","name":"Spellcasting","entries":["When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",{"type":"entries","name":"Cantrips","entries":["You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level."]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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 {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spells Known of 1st-Level and Higher","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["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.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]}]}]},{"type":"entries","name":"Weapon Bond","entries":["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 {@condition 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":7,"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":10,"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":15,"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":18,"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."]}]},{"name":"Eldritch Knight","source":"XPHB","image":"classes/XPHB/Eldritch Knight Fighter.webp","gallery":[{"path":"classes/XPHB/Eldritch Knight Fighter.webp","credit":"Hocheol Ryu"}],"features":[{"level":3,"name":"Eldritch Knight","entries":["{@i Support Combat Skills with Arcane Magic}","Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.",{"type":"entries","name":"Spellcasting","entries":["You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.",{"type":"entries","name":"Cantrips","entries":["You know two cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Ray of Frost|XPHB} and {@spell Shocking Grasp|XPHB} are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the {@filter Wizard spell list|spells|class=Wizard}.","When you reach Fighter level 10, you learn another Wizard cantrip of your choice."]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]}]},{"type":"entries","entries":[{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the {@filter Wizard spell list|spells|class=Wizard}. {@spell Burning Hands|XPHB}, {@spell Jump|XPHB}, and {@spell Shield|XPHB} are recommended.","The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the {@filter Wizard spell list|spells|class=Wizard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination."]}]},{"type":"entries","entries":[{"type":"entries","name":"Changing your Prepared Spells","entries":["Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Wizard spells."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells."]}]}]},{"type":"entries","name":"War Bond","entries":["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 {@variantrule Short Rest|XPHB}. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.","Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the {@condition Incapacitated|XPHB} condition. If it is on the same plane of existence, you can summon that weapon as a {@variantrule Bonus Action|XPHB}, causing it to teleport instantly to your hand.","You can have up to two bonded weapons, but you can summon only one at a time with a {@variantrule Bonus Action|XPHB}. If you attempt to bond with a third weapon, you must break the bond with one of the other two."]}]},{"level":7,"name":"War Magic","entries":["When you take the {@action Attack|XPHB} action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action."]},{"level":10,"name":"Eldritch Strike","entries":["You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has {@variantrule Disadvantage|XPHB} on the next saving throw it makes against a spell you cast before the end of your next turn."]},{"level":15,"name":"Arcane Charge","entries":["When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action."]},{"level":18,"name":"Improved War Magic","entries":["When you take the {@action Attack|XPHB} action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action."]}]},{"name":"Psi Warrior","source":"TCE","image":"classes/TCE/Psi Warrior Fighter.webp","gallery":[{"path":"classes/TCE/Psi Warrior Fighter.webp"}],"features":[{"level":3,"name":"Psi Warrior","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.",{"type":"entries","name":"Psionic Power","entries":["{@i 3rd-level Psi Warrior feature}","You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice 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 ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).","The powers below use your Psionic Energy dice.",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Protective Field","entries":["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."]},{"type":"entries","name":"Psionic Strike","entries":["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."]},{"type":"entries","name":"Telekinetic Movement","entries":["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."]}]}]}]},{"level":7,"name":"Telekinetic Adept","entries":["{@i 7th-level Psi Warrior feature}","You have mastered new ways to use your telekinetic abilities, detailed below.",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Psi-Powered Leap","entries":["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."]},{"type":"entries","name":"Telekinetic Thrust","entries":["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 {@condition prone} or move it up to 10 feet in any direction horizontally."]}]}]},{"level":10,"name":"Guarded Mind","entries":["{@i 10th-level Psi Warrior feature}","The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn {@condition charmed} or {@condition frightened}, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions."]},{"level":15,"name":"Bulwark of Force","entries":["{@i 15th-level Psi Warrior feature}","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 {@quickref Cover||3||half cover} for 1 minute or until you're {@condition 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."]},{"level":18,"name":"Telekinetic Master","entries":["{@i 18th-level Psi Warrior feature}","Your ability to move creatures and objects with your mind is matched by few. You can cast the {@spell 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."]}]},{"name":"Psi Warrior","source":"XPHB","image":"classes/XPHB/Psi Warrior Fighter.webp","gallery":[{"path":"classes/XPHB/Psi Warrior Fighter.webp","credit":"Javier Charro"}],"features":[{"level":3,"name":"Psi Warrior","entries":["{@i Augment Physical Might with Psionic Power}","Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.",{"type":"entries","name":"Psionic Power","entries":["You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.",{"type":"table","caption":"Psi Warrior Energy Dice","colLabels":["Fighter Level","Die Size","Number"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["3","{@dice D6}","4"],["5","{@dice D8}","6"],["9","{@dice D8}","8"],["11","{@dice D10}","8"],["13","{@dice D10}","10"],["17","{@dice D12}","12"]]},"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.","You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Protective Field","entries":["When you or another creature you can see within 30 feet of you takes damage, you can take a {@variantrule Reaction|XPHB} 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."]},{"type":"entries","name":"Psionic Strike","entries":["You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself 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."]},{"type":"entries","name":"Telekinetic Movement","entries":["You can move an object or a creature with your mind. As a {@action Magic|XPHB} action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.","Once you take this action, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]}]}]},{"level":7,"name":"Telekinetic Adept","entries":["You have mastered new ways to use your telekinetic abilities, detailed below.",{"type":"entries","name":"Psi-Powered Leap","entries":["As a {@variantrule Bonus Action|XPHB}, you gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. Once you take this {@variantrule Bonus Action|XPHB}, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"type":"entries","name":"Telekinetic Thrust","entries":["When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw ({@dc 8} plus your Intelligence modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, you can give the target the {@condition Prone|XPHB} condition or transport it up to 10 feet horizontally."]}]},{"level":10,"name":"Guarded Mind","entries":["You have {@variantrule Resistance|XPHB} to Psychic damage. Moreover, if you start your turn with the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions."]},{"level":15,"name":"Bulwark of Force","entries":["You can shield yourself and others with telekinetic force. As a {@variantrule Bonus Action|XPHB}, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has {@variantrule Cover|XPHB|Half Cover} for 1 minute or until you have the {@condition Incapacitated|XPHB} condition.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"level":18,"name":"Telekinetic Master","entries":["You always have the {@spell Telekinesis|XPHB} spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain {@status Concentration|XPHB} on it, including the turn when you cast it, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.","Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]}]},{"name":"Purple Dragon Knight (Banneret)","source":"SCAG","image":"classes/SCAG/Purple Dragon Knight (Banneret) Fighter.webp","gallery":[{"path":"classes/SCAG/Purple Dragon Knight (Banneret) Fighter.webp"}],"features":[{"level":3,"name":"Purple Dragon Knight (Banneret)","entries":["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.","A 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.","A 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.",{"type":"entries","name":"Restriction: Knighthood","entries":["Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.","Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights."]},{"type":"entries","name":"Rallying Cry","entries":["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":7,"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 {@skill Persuasion} skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.","Your proficiency bonus is doubled for any ability check you make that uses {@skill Persuasion}. You receive this benefit regardless of the skill proficiency you gain from this feature."]},{"level":10,"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":15,"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 {@condition 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":18,"name":"Inspiring Surge","entries":["Starting at 18th level, you can choose two allies within 60 feet of you, rather than one."]}]},{"name":"Rune Knight","source":"TCE","image":"classes/TCE/Rune Knight Fighter.webp","gallery":[{"path":"classes/TCE/Rune Knight Fighter.webp"}],"features":[{"level":3,"name":"Rune Knight","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.",{"type":"entries","name":"Bonus Proficiencies","entries":["{@i 3rd-level Rune Knight feature}","You gain proficiency with {@item smith's tools|PHB}, and you learn to speak, read, and write {@language Giant}."]},{"type":"entries","name":"Rune Carver","entries":["{@i 3rd-level Rune Knight feature}","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.",{"type":"table","caption":"Runes Known","colLabels":["Fighter Level","Number of Runes"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["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.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Cloud Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Fire Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Frost Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Stone Rune|TCE"},{"type":"refOptionalfeature","optionalfeature":"Hill Rune|TCE","name":"Hill Rune (7th Level or Higher)"},{"type":"refOptionalfeature","optionalfeature":"Storm Rune|TCE","name":"Storm Rune (7th Level or Higher)"}]}]},{"type":"entries","name":"Giant's Might","entries":["{@i 3rd-level Rune Knight feature}","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:",{"type":"list","items":["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 {@damage 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."]}]},{"level":7,"name":"Runic Shield","entries":["{@i 7th-level Rune Knight feature}","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 {@dice 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."]},{"level":7,"name":"Additional Rune Known","entries":["{@i 7th-level Rune Knight feature}","You learn an additional Rune."]},{"level":10,"name":"Great Stature","entries":["{@i 10th-level Rune Knight feature}","The magic of your runes permanently alters you. When you gain this feature, roll {@dice 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 {@dice 1d8}."]},{"level":10,"name":"Additional Rune Known","entries":["{@i 10th-level Rune Knight feature}","You learn an additional Rune."]},{"level":15,"name":"Master of Runes","entries":["{@i 15th-level Rune Knight feature}","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."]},{"level":15,"name":"Additional Rune Known","entries":["{@i 15th-level Rune Knight feature}","You learn an additional Rune."]},{"level":18,"name":"Runic Juggernaut","entries":["{@i 18th-level Rune Knight feature}","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 {@dice 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."]}]},{"name":"Samurai","source":"XGE","image":"classes/XGE/Fighter.webp","gallery":[{"path":"classes/XGE/Fighter.webp"}],"features":[{"level":3,"name":"Samurai","entries":["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.",{"type":"entries","name":"Bonus Proficiency","entries":["When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."]},{"type":"entries","name":"Fighting Spirit","entries":["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":7,"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 ({@skill 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":10,"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":15,"name":"Rapid Strike","entries":["Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the {@action 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":18,"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 {@condition 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 {@condition 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."]}]}],"lore":[{"name":"Fighter","type":"section","entries":["A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.","A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.","A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.","All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.",{"type":"entries","name":"Well-Rounded Specialists","entries":["Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike."]},{"type":"entries","name":"Trained for Danger","entries":["Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.","Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example."]},{"type":"entries","name":"Creating a Fighter","entries":["As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.","You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace.",{"type":"entries","name":"Quick Build","entries":["You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the {@background soldier} background."]}]}],"source":"PHB","page":70},{"type":"section","entries":[{"type":"quote","entries":["Let me know when you're all done talking."],"by":"Tordek"},"Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.","Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.","The sections below offer ways to add a little depth and a few personal touches to your fighter character.",{"type":"quote","entries":["Sticks and stones may break my bones, but swords will never hurt me—as long as I stay really high and shoot down at an angle."],"by":"Xanathar"},{"type":"entries","name":"Heraldic Sign","entries":["Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.","Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.",{"type":"table","caption":"Heraldic Signs","colLabels":["{@dice d6}","Heraldic Signs"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A rampant golden dragon on a green field, representing valor and a quest for wealth"],[{"type":"cell","roll":{"exact":2}},"The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power"],[{"type":"cell","roll":{"exact":3}},"Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom"],[{"type":"cell","roll":{"exact":4}},"A skull with a dagger through it, representing the doom you bring to your enemies"],[{"type":"cell","roll":{"exact":5}},"A phoenix in a ring of fire, an expression of an indomitable spirit"],[{"type":"cell","roll":{"exact":6}},"Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill"]]}]},{"type":"entries","name":"Instructor","entries":["Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.","A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.","If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?",{"type":"table","caption":"Instructor","colLabels":["{@dice d6}","Instructor"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame."],[{"type":"cell","roll":{"exact":2}},"Military. Your trainer served with a group of soldiers and knows much about working as a team."],[{"type":"cell","roll":{"exact":3}},"City Watch. Crowd control and peacekeeping are your instructor's specialties."],[{"type":"cell","roll":{"exact":4}},"Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence."],[{"type":"cell","roll":{"exact":5}},"Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency."],[{"type":"cell","roll":{"exact":6}},"Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively."]]}]},{"type":"entries","name":"Style","entries":["Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case—someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.","Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?",{"type":"table","caption":"Style","colLabels":["{@dice d6}","Style"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Elegant. You move with precise grace and total control, never using more energy than you need."],[{"type":"cell","roll":{"exact":2}},"Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying."],[{"type":"cell","roll":{"exact":3}},"Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favor."],[{"type":"cell","roll":{"exact":4}},"Effortless. You rarely perspire or display anything other than a stoic expression in battle."],[{"type":"cell","roll":{"exact":5}},"Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand."],[{"type":"cell","roll":{"exact":6}},"Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them."]]}]}],"source":"XGE","page":27}],"gallery":[{"path":"classes/PHB/Fighter.webp"}],"hidden":true,"otherVersions":[{"id":"fighter","source":"XPHB"}]},{"id":"monk","name":"Monk","source":"XPHB","page":100,"srd":true,"image":"classes/XPHB/Monk.webp","hitDie":"d8","primaryAbility":"Dexterity and Wisdom","savingThrows":"Strength, Dexterity","proficiencies":"Weapons: Simple, Martial weapons that have the Light property · Tools: Choose one type of Artisan's Tools or Musical Instrument · Skills: choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth","armorProficiencies":"","weaponProficiencies":"Simple, Martial weapons that have the Light property","toolProficiencies":"Choose one type of Artisan's Tools or Musical Instrument","subclassTitle":"Monk Subclass","table":{"headers":["Level","Prof. Bonus","Features","Martial Arts","Focus Points","Unarmored Movement"],"rows":[["1","+2","Martial Arts, Unarmored Defense","-","0","0"],["2","+2","Monk's Focus, Unarmored Movement, Uncanny Metabolism","-","2","10"],["3","+2","Deflect Attacks, Monk Subclass","-","3","10"],["4","+2","Ability Score Improvement, Slow Fall","-","4","10"],["5","+3","Extra Attack, Stunning Strike","-","5","10"],["6","+3","Empowered Strikes, Subclass Feature","-","6","15"],["7","+3","Evasion","-","7","15"],["8","+3","Ability Score Improvement","-","8","15"],["9","+4","Acrobatic Movement","-","9","15"],["10","+4","Heightened Focus, Self-Restoration","-","10","20"],["11","+4","Subclass Feature","-","11","20"],["12","+4","Ability Score Improvement","-","12","20"],["13","+5","Deflect Energy","-","13","20"],["14","+5","Disciplined Survivor","-","14","25"],["15","+5","Perfect Focus","-","15","25"],["16","+5","Ability Score Improvement","-","16","25"],["17","+6","Subclass Feature","-","17","25"],["18","+6","Superior Defense","-","18","30"],["19","+6","Epic Boon","-","19","30"],["20","+6","Body and Mind","-","20","30"]]},"features":[{"level":1,"name":"Martial Arts","entries":["Your practice of martial arts gives you mastery of combat styles that use your {@variantrule Unarmed Strike|XPHB} and Monk weapons, which are the following:",{"type":"list","items":["{@filter Simple Melee Weapons|items|type=simple weapon;melee weapon=sand}","{@filter Martial Melee Weapons that have the Light property|items|type=martial weapon;melee weapon=sand|property=light}"]},"You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a {@item Shield|XPHB}.",{"type":"entries","entries":[{"type":"entries","name":"Bonus Unarmed Strike","entries":["You can make an {@variantrule Unarmed Strike|XPHB} as a {@variantrule Bonus Action|XPHB}."]},{"type":"entries","name":"Martial Arts Die","entries":["You can roll {@damage 1d6} in place of the normal damage of your {@variantrule Unarmed Strike|XPHB} or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table."]},{"type":"entries","name":"Dexterous Attacks","entries":["You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your {@variantrule Unarmed Strike|XPHB}, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC."]}]}]},{"level":1,"name":"Unarmored Defense","entries":["While you aren't wearing armor or wielding a {@item Shield|XPHB}, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Wisdom modifiers."]},{"level":2,"name":"Monk's Focus","entries":["Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.","You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.","When you expend a Focus Point, it is unavailable until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, at the end of which you regain all your expended points.","Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}.",{"type":"entries","entries":[{"type":"entries","name":"Flurry of Blows","entries":["You can expend 1 Focus Point to make two Unarmed Strikes as a {@variantrule Bonus Action|XPHB}."]},{"type":"entries","name":"Patient Defense","entries":["You can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and the {@action Dodge|XPHB} actions as a {@variantrule Bonus Action|XPHB}."]},{"type":"entries","name":"Step of the Wind","entries":["You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as a {@variantrule Bonus Action|XPHB}, and your jump distance is doubled for the turn."]}]}]},{"level":2,"name":"Unarmored Movement","entries":["Your speed increases by 10 feet while you aren't wearing armor or wielding a {@item Shield|XPHB}. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table."]},{"level":2,"name":"Uncanny Metabolism","entries":["When you roll {@variantrule Initiative|XPHB}, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of {@variantrule Hit Points|XPHB} equal to your Monk level plus the number rolled.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":3,"name":"Deflect Attacks","entries":["When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a {@variantrule Reaction|XPHB} to reduce the attack's total damage against you. The reduction equals {@dice 1d10} plus your Dexterity modifier and Monk level.","If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover} if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack."]},{"level":3,"name":"Monk Subclass","entries":["You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16."]},{"level":4,"name":"Slow Fall","entries":["You can take a {@variantrule Reaction|XPHB} when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level."]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":5,"name":"Stunning Strike","entries":["Once per turn when you hit a creature with a Monk weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the {@condition Stunned|XPHB} condition until the start of your next turn. On a successful save, the target's {@variantrule Speed|XPHB} is halved until the start of your next turn, and the next attack roll made against the target before then has {@variantrule Advantage|XPHB}."]},{"level":6,"name":"Empowered Strikes","entries":["Whenever you deal damage with your {@variantrule Unarmed Strike|XPHB}, it can deal your choice of Force damage or its normal damage type."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Monk subclass."]},{"level":7,"name":"Evasion","entries":["When you're 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.","You don't benefit from this feature if you have the {@condition Incapacitated|XPHB} condition."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Acrobatic Movement","entries":["While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."]},{"level":10,"name":"Heightened Focus","entries":["Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.",{"type":"entries","name":"","entries":[{"type":"entries","name":"Flurry of Blows","entries":["You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two."]},{"type":"entries","name":"Patient Defense","entries":["When you expend a Focus Point to use Patient Defense, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to two rolls of your Martial Arts die."]},{"type":"entries","name":"Step of the Wind","entries":["When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]}]},{"level":10,"name":"Self-Restoration","entries":["Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB}.","In addition, forgoing food and drink doesn't give you levels of {@condition Exhaustion|XPHB}."]},{"level":11,"name":"Subclass Feature","entries":["You gain a feature from your Monk subclass."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Deflect Energy","entries":["You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing."]},{"level":14,"name":"Disciplined Survivor","entries":["Your physical and mental discipline grant you proficiency in all saving throws.","Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll."]},{"level":15,"name":"Perfect Focus","entries":["When you roll {@variantrule Initiative|XPHB} and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Subclass Feature","entries":["You gain a feature from your Monk subclass."]},{"level":18,"name":"Superior Defense","entries":["At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. During that time, you have {@variantrule Resistance|XPHB} to all damage except Force damage."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended."]},{"level":20,"name":"Body and Mind","entries":["You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."]}],"subclasses":[{"name":"Warrior of Mercy","source":"XPHB","image":"classes/XPHB/Mercy Monk.webp","gallery":[{"path":"classes/XPHB/Mercy Monk.webp","credit":"Olivier Bernard"}],"features":[{"level":3,"name":"Warrior of Mercy","entries":["{@i Manipulate Forces of Life and Death}","Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.",{"type":"entries","name":"Hand of Harm","entries":["Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB} and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier."]},{"type":"entries","name":"Hand of Healing","entries":["As a {@action Magic|XPHB} action, you can expend 1 Focus Point to touch a creature and restore a number of {@variantrule Hit Points|XPHB} equal to a roll of your Martial Arts die plus 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 expending a Focus Point for the healing."]},{"type":"entries","name":"Implements of Mercy","entries":["You gain proficiency in the {@skill Insight|XPHB} and {@skill Medicine|XPHB} skills and proficiency with the {@item Herbalism Kit|XPHB}."]}]},{"level":6,"name":"Physician's Touch","entries":["Your Hand of Harm and Hand of Healing improve, as detailed below.",{"type":"entries","entries":[{"type":"entries","name":"Hand of Harm","entries":["When you use Hand of Harm on a creature, you can also give that creature the {@condition Poisoned|XPHB} condition until the end of your next turn."]},{"type":"entries","name":"Hand of Healing","entries":["When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}."]}]}]},{"level":11,"name":"Flurry of Healing and Harm","entries":["When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.","In addition, when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.","You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":17,"name":"Hand of Ultimate Mercy","entries":["Your mastery of life energy opens the door to the ultimate mercy. As a {@action Magic|XPHB} action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of {@variantrule Hit Points|XPHB} equal to {@dice 4d10} plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, and {@condition Stunned|XPHB}.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Warrior of Shadow","source":"XPHB","image":"classes/XPHB/Shadow Monk.webp","gallery":[{"path":"classes/XPHB/Shadow Monk.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Warrior of Shadow","entries":["{@i Harness Shadow Power for Stealth and Subterfuge}","Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.",{"type":"entries","name":"Shadow Arts","entries":["You have learned to draw on the power of the Shadowfell, gaining the following benefits.",{"type":"entries","name":"Darkness","entries":["You can expend 1 Focus Point to cast the {@spell Darkness|XPHB} spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of {@variantrule Darkness|XPHB} to a space within 60 feet of yourself at the start of each of your turns."]},{"type":"entries","name":"Darkvision","entries":["You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet."]},{"type":"entries","name":"Shadowy Figments","entries":["You know the {@spell Minor Illusion|XPHB} spell. Wisdom is your spellcasting ability for it."]}]}]},{"level":6,"name":"Shadow Step","entries":["While entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can use a {@variantrule Bonus Action|XPHB} to teleport up to 60 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}. You then have {@variantrule Advantage|XPHB} on the next melee attack you make before the end of the current turn."]},{"level":11,"name":"Improved Shadow Step","entries":["You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} for that use of the feature. As part of this {@variantrule Bonus Action|XPHB}, you can make an {@variantrule Unarmed Strike|XPHB} immediately after you teleport."]},{"level":17,"name":"Cloak of Shadows","entries":["As a {@action Magic|XPHB} action while entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end your turn in {@variantrule Bright Light|XPHB}. While shrouded by these shadows, you gain the following benefits.",{"type":"entries","name":"Invisibility","entries":["You have the {@condition Invisible|XPHB} condition."]},{"type":"entries","name":"Partially Incorporeal","entries":["You can move through occupied spaces as if they were {@variantrule Difficult Terrain|XPHB}. If you end your turn in such a space, you are shunted to the last unoccupied space you were in."]},{"type":"entries","name":"Shadow Flurry","entries":["You can use your Flurry of Blows without expending any Focus Points."]}]}]},{"name":"Warrior of the Elements","source":"XPHB","image":"classes/XPHB/Elements Monk.webp","gallery":[{"path":"classes/XPHB/Elements Monk.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Warrior of the Elements","entries":["{@i Wield Strikes and Bursts of Elemental Power}","Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.",{"type":"entries","name":"Elemental Attunement","entries":["At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the {@condition Incapacitated|XPHB} condition. You gain the following benefits while this feature is active.",{"type":"entries","entries":[{"type":"entries","name":"Reach","entries":["When you make an {@variantrule Unarmed Strike|XPHB}, your reach is 10 feet greater than normal, as elemental energy extends from you."]},{"type":"entries","name":"Elemental Strikes","entries":["Whenever you hit with your {@variantrule Unarmed Strike|XPHB}, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it."]}]}]},{"type":"entries","name":"Manipulate Elements","entries":["You know the {@spell Elementalism|XPHB} spell. Wisdom is your spellcasting ability for it."]}]},{"level":6,"name":"Elemental Burst","entries":["As a {@action Magic|XPHB} action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.","Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage."]},{"level":11,"name":"Stride of the Elements","entries":["While your Elemental Attunement is active, you also have a {@variantrule Fly Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"level":17,"name":"Elemental Epitome","entries":["While your Elemental Attunement is active, you also gain the following benefits.",{"type":"entries","name":"Damage Resistance","entries":["You gain {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice."]},{"type":"entries","name":"Destructive Stride","entries":["When you use your Step of the Wind, your {@variantrule Speed|XPHB} increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn."]},{"type":"entries","name":"Empowered Strikes","entries":["Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an {@variantrule Unarmed Strike|XPHB}. The extra damage is the same type dealt by that strike."]}]}]},{"name":"Warrior of the Open Hand","source":"XPHB","image":"classes/XPHB/Open Hand Monk.webp","gallery":[{"path":"classes/XPHB/Open Hand Monk.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Warrior of the Open Hand","entries":["{@i Master Unarmed Combat Techniques}","Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.",{"type":"entries","name":"Open Hand Technique","entries":["Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.",{"type":"entries","name":"Addle","entries":["The target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn."]},{"type":"entries","name":"Push","entries":["The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you."]},{"type":"entries","name":"Topple","entries":["The target must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition."]}]}]},{"level":6,"name":"Wholeness of Body","entries":["You gain the ability to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can roll your Martial Arts die. You regain a number of {@variantrule Hit Points|XPHB} equal to the number rolled plus your Wisdom modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point} regained).","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":11,"name":"Fleet Step","entries":["When you take a {@variantrule Bonus Action|XPHB} other than Step of the Wind, you can also use Step of the Wind immediately after that {@variantrule Bonus Action|XPHB}."]},{"level":17,"name":"Quivering Palm","entries":["You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the {@action Attack|XPHB} action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking {@damage 10d12} Force damage on a failed save or half as much damage on a successful one.","You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."]}]},{"name":"Way of Mercy","source":"TCE","image":"classes/TCE/Mercy Monk.webp","gallery":[{"path":"classes/TCE/Mercy Monk.webp"}],"features":[{"level":3,"name":"Way of Mercy","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.",{"type":"entries","name":"Implements of Mercy","entries":["{@i 3rd-level Way of Mercy feature}","You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.","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.",{"type":"table","caption":"Merciful Mask","colLabels":["d6","Mask Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Raven"],["2","Blank and white"],["3","Crying visage"],["4","Laughing visage"],["5","Skull"],["6","Butterfly"]]}]},{"type":"entries","name":"Hand of Healing","entries":["{@i 3rd-level Way of Mercy feature}","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."]},{"type":"entries","name":"Hand of Harm","entries":["{@i 3rd-level Way of Mercy feature}","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."]}]},{"level":6,"name":"Physician's Touch","entries":["{@i 6th-level Way of Mercy feature}","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: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.","When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn."]},{"level":11,"name":"Flurry of Healing and Harm","entries":["{@i 11th-level Way of Mercy feature}","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."]},{"level":17,"name":"Hand of Ultimate Mercy","entries":["{@i 17th-level Way of Mercy feature}","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 {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.","Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Way of Shadow","source":"PHB","features":[{"level":3,"name":"Way of Shadow","entries":["Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, 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.",{"type":"entries","name":"Shadow Arts","entries":["You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it."]}]},{"level":6,"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":11,"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 {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light."]},{"level":17,"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."]}]},{"name":"Way of the Ascendant Dragon","source":"FTD","image":"classes/FTD/Ascendant Dragon Monk.webp","gallery":[{"path":"classes/FTD/Ascendant Dragon Monk.webp"}],"features":[{"level":3,"name":"Way of the Ascendant Dragon","entries":["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. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.","As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.",{"type":"table","caption":"Ascendant Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You honed your abilities by aligning your spirit with a dragon's world-altering power."],["2","A dragon personally took an active role in shaping your inner energy."],["3","You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god."],["4","You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic."],["5","You found a scroll written in Draconic that contained inspiring new techniques."],["6","After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons."]]},{"type":"entries","name":"Draconic Disciple","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Draconic Presence","entry":"If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill 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."},{"type":"item","name":"Draconic Strike","entry":"When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison."},{"type":"item","name":"Tongue of Dragons","entry":"You learn to speak, read, and write {@language Draconic} or one other language of your choice."}]}]},{"type":"entries","name":"Breath of the Dragon","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action 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."]}]},{"level":6,"name":"Wings Unfurled","entries":["{@i 6th-level Way of the Ascendant Dragon feature}","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."]},{"level":11,"name":"Aspect of the Wyrm","entries":["{@i 11th-level Way of the Ascendant Dragon feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Frightful Presence","entry":"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 {@condition 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."},{"type":"item","name":"Resistance","entry":"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."}]},"Once 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."]},{"level":17,"name":"Ascendant Aspect","entries":["{@i 17th-level Way of the Ascendant Dragon feature}","Your draconic spirit reaches its peak. You gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Augment Breath","entry":"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."},{"type":"item","name":"Blindsight","entry":"You gain {@sense blindsight} out to 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you."},{"type":"item","name":"Explosive Fury","entry":"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 {@damage 3d10} acid, cold, fire, lightning, or poison damage (your choice)."}]}]}]},{"name":"Way of the Astral Self","source":"TCE","image":"classes/TCE/Astral Self Monk.webp","gallery":[{"path":"classes/TCE/Astral Self Monk.webp"}],"features":[{"level":3,"name":"Way of the Astral Self","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.",{"type":"entries","name":"Forms of Your Astral Self","entries":["The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.","When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self."]},{"type":"entries","name":"Arms of the Astral Self","entries":["{@i 3rd-level Way of the Astral Self feature}","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 {@condition incapacitated} or die.","While the spectral arms are present, you gain the following benefits:",{"type":"list","items":["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."]}]}]},{"level":6,"name":"Visage of the Astral Self","entries":["{@i 6th-level Way of the Astral Self feature}","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 {@condition 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.",{"type":"entries","name":"Astral Sight","entries":["You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet."]},{"type":"entries","name":"Wisdom of the Spirit","entries":["You have advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Intimidation}) checks."]},{"type":"entries","name":"Word of the Spirit","entries":["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."]}]},{"level":11,"name":"Body of the Astral Self","entries":["{@i 11th-level Way of the Astral Self feature}","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.",{"type":"entries","name":"Deflect Energy","entries":["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 {@dice 1d10} + your Wisdom modifier (minimum reduction of 1)."]},{"type":"entries","name":"Empowered Arms","entries":["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."]}]},{"level":17,"name":"Awakened Astral Self","entries":["{@i 17th-level Way of the Astral Self feature}","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 {@condition incapacitated} or die.","While your astral self is awakened, you gain the following benefits.",{"type":"entries","name":"Armor of the Spirit","entries":["You gain a +2 bonus to Armor Class."]},{"type":"entries","name":"Astral Barrage","entries":["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."]}]}]},{"name":"Way of the Drunken Master","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Drunken Master","entries":["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.","A 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill 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 {@item brewer's supplies|phb} if you don't already have it."]},{"type":"entries","name":"Drunken Technique","entries":["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 {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn."]}]},{"level":6,"name":"Tipsy Sway","entries":["Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.",{"type":"options","entries":[{"type":"entries","name":"Leap to Your Feet","entries":["When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed."]},{"type":"entries","name":"Redirect Attack","entries":["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":11,"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":17,"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."]}]},{"name":"Way of the Four Elements","source":"PHB","features":[{"level":3,"name":"Way of the Four Elements","entries":["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.","Many 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.",{"type":"entries","name":"Disciple of the Elements","entries":["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.",{"type":"entries","name":"Casting Elemental Spells","entries":["Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|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 {@spell 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 {@spell 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.",{"type":"table","caption":"Spells and Ki Points","colLabels":["Monk Levels","Maximum Ki Points for a Spell"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["5th-8th",3],["9th-12th",4],["13th-16th",5],["17th-20th",6]]}]}]},{"type":"entries","name":"Elemental Disciplines","entries":["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.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Breath of Winter","name":"Breath of Winter (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Clench of the North Wind","name":"Clench of the North Wind (6th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Elemental Attunement","data":{"isRequiredOption":true}},{"type":"refOptionalfeature","optionalfeature":"Eternal Mountain Defense","name":"Eternal Mountain Defense (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Fangs of the Fire Snake"},{"type":"refOptionalfeature","optionalfeature":"Fist of Four Thunders"},{"type":"refOptionalfeature","optionalfeature":"Unbroken Air"},{"type":"refOptionalfeature","optionalfeature":"Flames of the Phoenix","name":"Flames of the Phoenix (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Gong of the Summit","name":"Gong of the Summit (6th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Mist Stance","name":"Mist Stance (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Ride the Wind","name":"Ride the Wind (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"River of Hungry Flame","name":"River of Hungry Flame (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Rush of the Gale Spirits"},{"type":"refOptionalfeature","optionalfeature":"Shape the Flowing River"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Cinder Strike"},{"type":"refOptionalfeature","optionalfeature":"Water Whip"},{"type":"refOptionalfeature","optionalfeature":"Wave of Rolling Earth","name":"Wave of Rolling Earth (17th Level Required)"}]}]}]},{"level":6,"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":11,"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":17,"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."]}]},{"name":"Way of the Kensei","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Kensei","entries":["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.","A 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.",{"type":"entries","name":"Path of the Kensei","entries":["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.",{"type":"entries","name":"Kensei Weapons","entries":["Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any {@filter simple or martial weapon that lacks the heavy and special properties|items|source=phb|type=simple weapon;martial weapon|property=!heavy;!special|category=basic|miscellaneous=}. 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."]},{"type":"options","entries":[{"type":"entries","name":"Agile Parry","entries":["If you make an unarmed strike as part of the {@action 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 {@condition incapacitated}."]},{"type":"entries","name":"Kensei's Shot","entries":["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 {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn."]}]},{"type":"entries","name":"Way of the Brush","entries":["You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}."]}]}]},{"level":6,"name":"One with the Blade","entries":["At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.",{"type":"entries","name":"Magic Kensei Weapons","entries":["Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."]},{"type":"entries","name":"Deft Strike","entries":["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":11,"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":17,"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."]}]},{"name":"Way of the Long Death","source":"SCAG","features":[{"level":3,"name":"Way of the Long Death","entries":["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.",{"type":"entries","name":"Touch of Death","entries":["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":6,"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 {@condition frightened} of you until the end of your next turn."]},{"level":11,"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":17,"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 {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one."]}]},{"name":"Way of the Open Hand","source":"PHB","features":[{"level":3,"name":"Way of the Open Hand","entries":["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.",{"type":"entries","name":"Open Hand Technique","entries":["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.",{"type":"list","items":["It must succeed on a Dexterity saving throw or be knocked {@condition prone}.","It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.","It can't take reactions until the end of your next turn."]}]}]},{"level":6,"name":"Wholeness of Body","entries":["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":11,"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 {@spell 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."]},{"level":17,"name":"Quivering Palm","entries":["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 {@damage 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."]}]},{"name":"Way of the Sun Soul","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Sun Soul","entries":["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.",{"type":"entries","name":"Radiant Sun Bolt","entries":["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 {@action Attack} action. The 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 {@damage d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.","When you take the {@action 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 {@action Attack} action."]}]},{"level":6,"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 {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.","You can spend additional ki points to cast {@spell 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":11,"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 {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||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 {@damage 2d6}."]},{"level":17,"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."]}]}],"lore":[{"type":"section","name":"Monk","source":"XPHB","page":100,"entries":["Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.","Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.","Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.","Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons."]}],"gallery":[{"path":"classes/XPHB/Monk.webp","credit":"Joshua Raphael"}],"otherVersions":[{"id":"monk-phb","source":"PHB"}]},{"id":"monk-phb","name":"Monk","source":"PHB","page":76,"srd":false,"image":"classes/PHB/Monk.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Strength, Dexterity","proficiencies":"Weapons: Simple, Shortsword · Tools: Any one type of artisan's tools or any one musical instrument of your choice · Skills: choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth","armorProficiencies":"","weaponProficiencies":"Simple, Shortsword","toolProficiencies":"Any one type of artisan's tools or any one musical instrument of your choice","subclassTitle":"Monastic Tradition","table":{"headers":["Level","Prof. Bonus","Features","Martial Arts","Ki Points","Unarmored Movement"],"rows":[["1","+2","Unarmored Defense, Martial Arts","-","0","0"],["2","+2","Ki, Dedicated Weapon, Unarmored Movement","-","2","10"],["3","+2","Deflect Missiles, Monastic Tradition, Ki-Fueled Attack","-","3","10"],["4","+2","Ability Score Improvement, Slow Fall, Quickened Healing","-","4","10"],["5","+3","Extra Attack, Stunning Strike, Focused Aim","-","5","10"],["6","+3","Ki-Empowered Strikes, Monastic Tradition feature","-","6","15"],["7","+3","Evasion, Stillness of Mind","-","7","15"],["8","+3","Ability Score Improvement","-","8","15"],["9","+4","Unarmored Movement improvement","-","9","15"],["10","+4","Purity of Body","-","10","20"],["11","+4","Monastic Tradition feature","-","11","20"],["12","+4","Ability Score Improvement","-","12","20"],["13","+5","Tongue of the Sun and Moon","-","13","20"],["14","+5","Diamond Soul","-","14","25"],["15","+5","Timeless Body","-","15","25"],["16","+5","Ability Score Improvement","-","16","25"],["17","+6","Monastic Tradition feature","-","17","25"],["18","+6","Empty Body","-","18","30"],["19","+6","Ability Score Improvement","-","19","30"],["20","+6","Perfect Self","-","20","30"]]},"features":[{"level":1,"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."]},{"level":1,"name":"Martial Arts","entries":["Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are {@item shortsword|phb|shortswords} and any {@filter simple melee weapons that don't have the two-handed or heavy property|items|source=phb|category=basic|type=simple weapon;melee weapon=sand|property=!heavy;!two-handed}.","You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {@item shield|phb}.",{"type":"list","items":["You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.","You can roll a {@dice 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 {@action 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 {@action 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)."]},{"level":2,"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:",{"type":"abilityDc","name":"Ki","attributes":["wis"]},{"type":"entries","entries":[{"type":"entries","name":"Flurry of Blows","entries":["Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action."]},{"type":"entries","name":"Patient Defense","entries":["You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn."]},{"type":"entries","name":"Step of the Wind","entries":["You can spend 1 ki point to take the {@action Disengage} or {@action Dash} action as a bonus action on your turn, and your jump distance is doubled for the turn."]}]}]},{"level":2,"name":"Dedicated Weapon","entries":["{@i 2nd-level monk {@variantrule optional class features|tce|optional 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:",{"type":"list","items":["The weapon must be a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon|property=!heavy;!special}.","You must be proficient with it.","It must lack the heavy and special properties."]}]},{"level":2,"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."]},{"level":3,"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 {@dice 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."]},{"level":3,"name":"Monastic Tradition","entries":["When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level."]},{"level":3,"name":"Ki-Fueled Attack","entries":["{@i 3rd-level monk {@variantrule optional class features|tce|optional 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."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"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."]},{"level":4,"name":"Quickened Healing","entries":["{@i 4th-level monk {@variantrule optional class features|tce|optional 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."]},{"level":5,"name":"Extra Attack","entries":["Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":5,"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 {@condition stunned} until the end of your next turn."]},{"level":5,"name":"Focused Aim","entries":["{@i 5th-level monk {@variantrule optional class features|tce|optional 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."]},{"level":6,"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."]},{"level":6,"name":"Monastic Tradition feature","entries":["At 6th level, you gain one feature granted by your Monastic Tradition."]},{"level":7,"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 {@spell 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."]},{"level":7,"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 {@condition charmed} or {@condition frightened}."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"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."]},{"level":10,"name":"Purity of Body","entries":["At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison."]},{"level":11,"name":"Monastic Tradition feature","entries":["At 11th level, you gain one feature granted by your Monastic Tradition."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"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."]},{"level":14,"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."]},{"level":15,"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."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Monastic Tradition feature","entries":["At 17th level, you gain one feature granted by your Monastic Tradition."]},{"level":18,"name":"Empty Body","entries":["Beginning at 18th level, you can use your action to spend 4 ki points to become {@condition 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 {@spell astral projection} spell, without needing material components. When you do so, you can't take any other creatures with you."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Perfect Self","entries":["At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points."]}],"subclasses":[{"name":"Warrior of Mercy","source":"XPHB","image":"classes/XPHB/Mercy Monk.webp","gallery":[{"path":"classes/XPHB/Mercy Monk.webp","credit":"Olivier Bernard"}],"features":[{"level":3,"name":"Warrior of Mercy","entries":["{@i Manipulate Forces of Life and Death}","Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.",{"type":"entries","name":"Hand of Harm","entries":["Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB} and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier."]},{"type":"entries","name":"Hand of Healing","entries":["As a {@action Magic|XPHB} action, you can expend 1 Focus Point to touch a creature and restore a number of {@variantrule Hit Points|XPHB} equal to a roll of your Martial Arts die plus 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 expending a Focus Point for the healing."]},{"type":"entries","name":"Implements of Mercy","entries":["You gain proficiency in the {@skill Insight|XPHB} and {@skill Medicine|XPHB} skills and proficiency with the {@item Herbalism Kit|XPHB}."]}]},{"level":6,"name":"Physician's Touch","entries":["Your Hand of Harm and Hand of Healing improve, as detailed below.",{"type":"entries","entries":[{"type":"entries","name":"Hand of Harm","entries":["When you use Hand of Harm on a creature, you can also give that creature the {@condition Poisoned|XPHB} condition until the end of your next turn."]},{"type":"entries","name":"Hand of Healing","entries":["When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}."]}]}]},{"level":11,"name":"Flurry of Healing and Harm","entries":["When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.","In addition, when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.","You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":17,"name":"Hand of Ultimate Mercy","entries":["Your mastery of life energy opens the door to the ultimate mercy. As a {@action Magic|XPHB} action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of {@variantrule Hit Points|XPHB} equal to {@dice 4d10} plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, and {@condition Stunned|XPHB}.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Warrior of Shadow","source":"XPHB","image":"classes/XPHB/Shadow Monk.webp","gallery":[{"path":"classes/XPHB/Shadow Monk.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Warrior of Shadow","entries":["{@i Harness Shadow Power for Stealth and Subterfuge}","Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.",{"type":"entries","name":"Shadow Arts","entries":["You have learned to draw on the power of the Shadowfell, gaining the following benefits.",{"type":"entries","name":"Darkness","entries":["You can expend 1 Focus Point to cast the {@spell Darkness|XPHB} spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of {@variantrule Darkness|XPHB} to a space within 60 feet of yourself at the start of each of your turns."]},{"type":"entries","name":"Darkvision","entries":["You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet."]},{"type":"entries","name":"Shadowy Figments","entries":["You know the {@spell Minor Illusion|XPHB} spell. Wisdom is your spellcasting ability for it."]}]}]},{"level":6,"name":"Shadow Step","entries":["While entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can use a {@variantrule Bonus Action|XPHB} to teleport up to 60 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}. You then have {@variantrule Advantage|XPHB} on the next melee attack you make before the end of the current turn."]},{"level":11,"name":"Improved Shadow Step","entries":["You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} for that use of the feature. As part of this {@variantrule Bonus Action|XPHB}, you can make an {@variantrule Unarmed Strike|XPHB} immediately after you teleport."]},{"level":17,"name":"Cloak of Shadows","entries":["As a {@action Magic|XPHB} action while entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end your turn in {@variantrule Bright Light|XPHB}. While shrouded by these shadows, you gain the following benefits.",{"type":"entries","name":"Invisibility","entries":["You have the {@condition Invisible|XPHB} condition."]},{"type":"entries","name":"Partially Incorporeal","entries":["You can move through occupied spaces as if they were {@variantrule Difficult Terrain|XPHB}. If you end your turn in such a space, you are shunted to the last unoccupied space you were in."]},{"type":"entries","name":"Shadow Flurry","entries":["You can use your Flurry of Blows without expending any Focus Points."]}]}]},{"name":"Warrior of the Elements","source":"XPHB","image":"classes/XPHB/Elements Monk.webp","gallery":[{"path":"classes/XPHB/Elements Monk.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Warrior of the Elements","entries":["{@i Wield Strikes and Bursts of Elemental Power}","Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.",{"type":"entries","name":"Elemental Attunement","entries":["At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the {@condition Incapacitated|XPHB} condition. You gain the following benefits while this feature is active.",{"type":"entries","entries":[{"type":"entries","name":"Reach","entries":["When you make an {@variantrule Unarmed Strike|XPHB}, your reach is 10 feet greater than normal, as elemental energy extends from you."]},{"type":"entries","name":"Elemental Strikes","entries":["Whenever you hit with your {@variantrule Unarmed Strike|XPHB}, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it."]}]}]},{"type":"entries","name":"Manipulate Elements","entries":["You know the {@spell Elementalism|XPHB} spell. Wisdom is your spellcasting ability for it."]}]},{"level":6,"name":"Elemental Burst","entries":["As a {@action Magic|XPHB} action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.","Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage."]},{"level":11,"name":"Stride of the Elements","entries":["While your Elemental Attunement is active, you also have a {@variantrule Fly Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"level":17,"name":"Elemental Epitome","entries":["While your Elemental Attunement is active, you also gain the following benefits.",{"type":"entries","name":"Damage Resistance","entries":["You gain {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice."]},{"type":"entries","name":"Destructive Stride","entries":["When you use your Step of the Wind, your {@variantrule Speed|XPHB} increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn."]},{"type":"entries","name":"Empowered Strikes","entries":["Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an {@variantrule Unarmed Strike|XPHB}. The extra damage is the same type dealt by that strike."]}]}]},{"name":"Warrior of the Open Hand","source":"XPHB","image":"classes/XPHB/Open Hand Monk.webp","gallery":[{"path":"classes/XPHB/Open Hand Monk.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Warrior of the Open Hand","entries":["{@i Master Unarmed Combat Techniques}","Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.",{"type":"entries","name":"Open Hand Technique","entries":["Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.",{"type":"entries","name":"Addle","entries":["The target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn."]},{"type":"entries","name":"Push","entries":["The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you."]},{"type":"entries","name":"Topple","entries":["The target must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition."]}]}]},{"level":6,"name":"Wholeness of Body","entries":["You gain the ability to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can roll your Martial Arts die. You regain a number of {@variantrule Hit Points|XPHB} equal to the number rolled plus your Wisdom modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point} regained).","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":11,"name":"Fleet Step","entries":["When you take a {@variantrule Bonus Action|XPHB} other than Step of the Wind, you can also use Step of the Wind immediately after that {@variantrule Bonus Action|XPHB}."]},{"level":17,"name":"Quivering Palm","entries":["You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the {@action Attack|XPHB} action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking {@damage 10d12} Force damage on a failed save or half as much damage on a successful one.","You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."]}]},{"name":"Way of Mercy","source":"TCE","image":"classes/TCE/Mercy Monk.webp","gallery":[{"path":"classes/TCE/Mercy Monk.webp"}],"features":[{"level":3,"name":"Way of Mercy","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.",{"type":"entries","name":"Implements of Mercy","entries":["{@i 3rd-level Way of Mercy feature}","You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.","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.",{"type":"table","caption":"Merciful Mask","colLabels":["d6","Mask Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Raven"],["2","Blank and white"],["3","Crying visage"],["4","Laughing visage"],["5","Skull"],["6","Butterfly"]]}]},{"type":"entries","name":"Hand of Healing","entries":["{@i 3rd-level Way of Mercy feature}","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."]},{"type":"entries","name":"Hand of Harm","entries":["{@i 3rd-level Way of Mercy feature}","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."]}]},{"level":6,"name":"Physician's Touch","entries":["{@i 6th-level Way of Mercy feature}","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: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.","When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn."]},{"level":11,"name":"Flurry of Healing and Harm","entries":["{@i 11th-level Way of Mercy feature}","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."]},{"level":17,"name":"Hand of Ultimate Mercy","entries":["{@i 17th-level Way of Mercy feature}","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 {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.","Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Way of Shadow","source":"PHB","features":[{"level":3,"name":"Way of Shadow","entries":["Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadow dancers, 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.",{"type":"entries","name":"Shadow Arts","entries":["You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it."]}]},{"level":6,"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":11,"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 {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light."]},{"level":17,"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."]}]},{"name":"Way of the Ascendant Dragon","source":"FTD","image":"classes/FTD/Ascendant Dragon Monk.webp","gallery":[{"path":"classes/FTD/Ascendant Dragon Monk.webp"}],"features":[{"level":3,"name":"Way of the Ascendant Dragon","entries":["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. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.","As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.",{"type":"table","caption":"Ascendant Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You honed your abilities by aligning your spirit with a dragon's world-altering power."],["2","A dragon personally took an active role in shaping your inner energy."],["3","You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god."],["4","You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic."],["5","You found a scroll written in Draconic that contained inspiring new techniques."],["6","After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons."]]},{"type":"entries","name":"Draconic Disciple","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Draconic Presence","entry":"If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill 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."},{"type":"item","name":"Draconic Strike","entry":"When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison."},{"type":"item","name":"Tongue of Dragons","entry":"You learn to speak, read, and write {@language Draconic} or one other language of your choice."}]}]},{"type":"entries","name":"Breath of the Dragon","entries":["{@i 3rd-level Way of the Ascendant Dragon feature}","You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action 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."]}]},{"level":6,"name":"Wings Unfurled","entries":["{@i 6th-level Way of the Ascendant Dragon feature}","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."]},{"level":11,"name":"Aspect of the Wyrm","entries":["{@i 11th-level Way of the Ascendant Dragon feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Frightful Presence","entry":"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 {@condition 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."},{"type":"item","name":"Resistance","entry":"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."}]},"Once 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."]},{"level":17,"name":"Ascendant Aspect","entries":["{@i 17th-level Way of the Ascendant Dragon feature}","Your draconic spirit reaches its peak. You gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Augment Breath","entry":"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."},{"type":"item","name":"Blindsight","entry":"You gain {@sense blindsight} out to 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you."},{"type":"item","name":"Explosive Fury","entry":"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 {@damage 3d10} acid, cold, fire, lightning, or poison damage (your choice)."}]}]}]},{"name":"Way of the Astral Self","source":"TCE","image":"classes/TCE/Astral Self Monk.webp","gallery":[{"path":"classes/TCE/Astral Self Monk.webp"}],"features":[{"level":3,"name":"Way of the Astral Self","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.",{"type":"entries","name":"Forms of Your Astral Self","entries":["The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.","When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self."]},{"type":"entries","name":"Arms of the Astral Self","entries":["{@i 3rd-level Way of the Astral Self feature}","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 {@condition incapacitated} or die.","While the spectral arms are present, you gain the following benefits:",{"type":"list","items":["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."]}]}]},{"level":6,"name":"Visage of the Astral Self","entries":["{@i 6th-level Way of the Astral Self feature}","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 {@condition 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.",{"type":"entries","name":"Astral Sight","entries":["You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet."]},{"type":"entries","name":"Wisdom of the Spirit","entries":["You have advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Intimidation}) checks."]},{"type":"entries","name":"Word of the Spirit","entries":["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."]}]},{"level":11,"name":"Body of the Astral Self","entries":["{@i 11th-level Way of the Astral Self feature}","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.",{"type":"entries","name":"Deflect Energy","entries":["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 {@dice 1d10} + your Wisdom modifier (minimum reduction of 1)."]},{"type":"entries","name":"Empowered Arms","entries":["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."]}]},{"level":17,"name":"Awakened Astral Self","entries":["{@i 17th-level Way of the Astral Self feature}","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 {@condition incapacitated} or die.","While your astral self is awakened, you gain the following benefits.",{"type":"entries","name":"Armor of the Spirit","entries":["You gain a +2 bonus to Armor Class."]},{"type":"entries","name":"Astral Barrage","entries":["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."]}]}]},{"name":"Way of the Drunken Master","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Drunken Master","entries":["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.","A 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.",{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this tradition at 3rd level, you gain proficiency in the {@skill 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 {@item brewer's supplies|phb} if you don't already have it."]},{"type":"entries","name":"Drunken Technique","entries":["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 {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn."]}]},{"level":6,"name":"Tipsy Sway","entries":["Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.",{"type":"options","entries":[{"type":"entries","name":"Leap to Your Feet","entries":["When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed."]},{"type":"entries","name":"Redirect Attack","entries":["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":11,"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":17,"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."]}]},{"name":"Way of the Four Elements","source":"PHB","features":[{"level":3,"name":"Way of the Four Elements","entries":["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.","Many 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.",{"type":"entries","name":"Disciple of the Elements","entries":["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.",{"type":"entries","name":"Casting Elemental Spells","entries":["Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|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 {@spell 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 {@spell 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.",{"type":"table","caption":"Spells and Ki Points","colLabels":["Monk Levels","Maximum Ki Points for a Spell"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["5th-8th",3],["9th-12th",4],["13th-16th",5],["17th-20th",6]]}]}]},{"type":"entries","name":"Elemental Disciplines","entries":["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.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Breath of Winter","name":"Breath of Winter (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Clench of the North Wind","name":"Clench of the North Wind (6th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Elemental Attunement","data":{"isRequiredOption":true}},{"type":"refOptionalfeature","optionalfeature":"Eternal Mountain Defense","name":"Eternal Mountain Defense (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Fangs of the Fire Snake"},{"type":"refOptionalfeature","optionalfeature":"Fist of Four Thunders"},{"type":"refOptionalfeature","optionalfeature":"Unbroken Air"},{"type":"refOptionalfeature","optionalfeature":"Flames of the Phoenix","name":"Flames of the Phoenix (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Gong of the Summit","name":"Gong of the Summit (6th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Mist Stance","name":"Mist Stance (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Ride the Wind","name":"Ride the Wind (11th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"River of Hungry Flame","name":"River of Hungry Flame (17th Level Required)"},{"type":"refOptionalfeature","optionalfeature":"Rush of the Gale Spirits"},{"type":"refOptionalfeature","optionalfeature":"Shape the Flowing River"},{"type":"refOptionalfeature","optionalfeature":"Sweeping Cinder Strike"},{"type":"refOptionalfeature","optionalfeature":"Water Whip"},{"type":"refOptionalfeature","optionalfeature":"Wave of Rolling Earth","name":"Wave of Rolling Earth (17th Level Required)"}]}]}]},{"level":6,"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":11,"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":17,"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."]}]},{"name":"Way of the Kensei","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Kensei","entries":["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.","A 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.",{"type":"entries","name":"Path of the Kensei","entries":["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.",{"type":"entries","name":"Kensei Weapons","entries":["Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any {@filter simple or martial weapon that lacks the heavy and special properties|items|source=phb|type=simple weapon;martial weapon|property=!heavy;!special|category=basic|miscellaneous=}. 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."]},{"type":"options","entries":[{"type":"entries","name":"Agile Parry","entries":["If you make an unarmed strike as part of the {@action 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 {@condition incapacitated}."]},{"type":"entries","name":"Kensei's Shot","entries":["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 {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn."]}]},{"type":"entries","name":"Way of the Brush","entries":["You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}."]}]}]},{"level":6,"name":"One with the Blade","entries":["At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.",{"type":"entries","name":"Magic Kensei Weapons","entries":["Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."]},{"type":"entries","name":"Deft Strike","entries":["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":11,"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":17,"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."]}]},{"name":"Way of the Long Death","source":"SCAG","features":[{"level":3,"name":"Way of the Long Death","entries":["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.",{"type":"entries","name":"Touch of Death","entries":["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":6,"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 {@condition frightened} of you until the end of your next turn."]},{"level":11,"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":17,"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 {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one."]}]},{"name":"Way of the Open Hand","source":"PHB","features":[{"level":3,"name":"Way of the Open Hand","entries":["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.",{"type":"entries","name":"Open Hand Technique","entries":["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.",{"type":"list","items":["It must succeed on a Dexterity saving throw or be knocked {@condition prone}.","It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.","It can't take reactions until the end of your next turn."]}]}]},{"level":6,"name":"Wholeness of Body","entries":["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":11,"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 {@spell 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."]},{"level":17,"name":"Quivering Palm","entries":["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 {@damage 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."]}]},{"name":"Way of the Sun Soul","source":"XGE","image":"classes/XGE/Monk.webp","gallery":[{"path":"classes/XGE/Monk.webp"}],"features":[{"level":3,"name":"Way of the Sun Soul","entries":["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.",{"type":"entries","name":"Radiant Sun Bolt","entries":["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 {@action Attack} action. The 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 {@damage d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.","When you take the {@action 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 {@action Attack} action."]}]},{"level":6,"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 {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.","You can spend additional ki points to cast {@spell 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":11,"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 {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||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 {@damage 2d6}."]},{"level":17,"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."]}]}],"lore":[{"name":"Monk","type":"section","entries":["Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.","Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.","Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.","Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.",{"type":"entries","name":"The Magic of Ki","entries":["Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes."]},{"type":"entries","name":"Training and Asceticism","entries":["Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.","Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.","The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.","For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure."]},{"type":"entries","name":"Creating a Monk","entries":["As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?","Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?","As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.",{"type":"entries","name":"Quick Build","entries":["You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the {@background hermit} background."]}]}],"source":"PHB","page":76},{"type":"section","entries":[{"type":"quote","entries":["Do not mistake my silence for acceptance of your villainy. While you blustered and threatened, I've planned four different ways to snap your neck with my bare hands."],"by":"Ember, grand master of flowers"},"Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.","A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.","Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.",{"type":"quote","entries":["I bet I could be a monk if I wanted.","What? Why are you laughing?"],"by":"Xanathar"},{"type":"entries","name":"Monastery","entries":["A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.","What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?",{"type":"table","caption":"Monastery","colLabels":["{@dice d6}","Monastery"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your monastery is carved out of a mountainside, where it looms over a treacherous pass."],[{"type":"cell","roll":{"exact":2}},"Your monastery is high in the branches of an immense tree in the Feywild."],[{"type":"cell","roll":{"exact":3}},"Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying."],[{"type":"cell","roll":{"exact":4}},"Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders."],[{"type":"cell","roll":{"exact":5}},"Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms."],[{"type":"cell","roll":{"exact":6}},"Your monastery was carved from an iceberg in the frozen reaches of the world."]]}]},{"type":"entries","name":"Icon","entries":["Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the monks seek to emulate.","If your character's monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.",{"type":"table","caption":"Icon","colLabels":["{@dice d6}","Icon"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey."],[{"type":"cell","roll":{"exact":2}},"Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea."],[{"type":"cell","roll":{"exact":3}},"Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin."],[{"type":"cell","roll":{"exact":4}},"Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations."],[{"type":"cell","roll":{"exact":5}},"Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously."],[{"type":"cell","roll":{"exact":6}},"Dragon. A dragon once laired within your monastery. Its influence remains long after its departure."]]}]},{"type":"entries","name":"Master","entries":["During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?",{"type":"table","caption":"Master","colLabels":["{@dice d6}","Master"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your master was a tyrant whom you had to defeat in single combat to complete your instruction."],[{"type":"cell","roll":{"exact":2}},"Your master was kindly and taught you to pursue the cause of peace."],[{"type":"cell","roll":{"exact":3}},"Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session."],[{"type":"cell","roll":{"exact":4}},"Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end."],[{"type":"cell","roll":{"exact":5}},"Your master was cold and distant. You suspect that the two of you might be related."],[{"type":"cell","roll":{"exact":6}},"Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you."]]}]}],"source":"XGE","page":32}],"gallery":[{"path":"classes/PHB/Monk.webp"}],"hidden":true,"otherVersions":[{"id":"monk","source":"XPHB"}]},{"id":"mystic","name":"Mystic","source":"UATheMysticClass","page":1,"srd":false,"hitDie":"d8","primaryAbility":"","savingThrows":"Intelligence, Wisdom","proficiencies":"Armor: Light · Weapons: Simple · Skills: choose 2 from Arcana, History, Insight, Medicine, Nature, Perception, Religion","armorProficiencies":"Light","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Mystic Order","table":{"headers":["Level","Prof. Bonus","Features","Talents Known","Disciplines Known","Psi Points","Psi Limit"],"rows":[["1","+2","Psionics, Psionic Disciplines and Talents, Using a Discipline, Mystic Order","1","1","4","2"],["2","+2","Mystical Recovery, Telepathy","1","1","6","2"],["3","+2","Mystic Order feature","2","2","14","3"],["4","+2","Ability Score Improvement, Strength of Mind","2","2","17","3"],["5","+3","-","2","3","27","5"],["6","+3","Mystic Order feature","2","3","32","5"],["7","+3","-","2","4","38","6"],["8","+3","Ability Score Improvement, Potent Psionics (1d8)","2","4","44","6"],["9","+4","-","2","5","57","7"],["10","+4","Consumptive Power","3","5","64","7"],["11","+4","Psionic Mastery (1/Day)","3","5","64","7"],["12","+4","Ability Score Improvement","3","6","64","7"],["13","+5","Psionic Mastery (2/Day)","3","6","64","7"],["14","+5","Mystic Order feature, Potent Psionics (2d8)","3","6","64","7"],["15","+5","Psionic Mastery (3/Day)","3","7","64","7"],["16","+5","Ability Score Improvement","3","7","64","7"],["17","+6","Psionic Mastery (4/Day)","4","7","64","7"],["18","+6","-","4","8","71","7"],["19","+6","Ability Score Improvement","4","8","71","7"],["20","+6","Psionic Body","4","8","71","7"]]},"features":[{"level":1,"name":"Psionics","entries":["As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.",{"type":"entries","name":"Psionic Talents","entries":["A {@filter psionic talent|psionics|type=T} is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent."]},{"type":"entries","name":"Psionic Disciplines","entries":["A {@filter psionic discipline|psionics|type=D} is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.","At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.","In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice."]},{"type":"entries","name":"Psi Points","entries":["You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.","The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum."]},{"type":"entries","name":"Psi Limit","entries":["Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have."]},{"type":"entries","name":"Psychic Focus","entries":["You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are {@condition incapacitated} or until you use another bonus action to choose a different focus benefit.","You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines."]},{"type":"entries","name":"Psionic Ability","entries":["Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.",{"type":"abilityDc","name":"Discipline","attributes":["int"]},{"type":"abilityAttackMod","name":"Discipline","attributes":["int"]}]}]},{"level":1,"name":"Psionic Disciplines and Talents","entries":["{@filter Psionic talents|psionics|type=T} and {@filter disciplines|psionics|type=D} are the heart of a mystic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.","Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a mystic can learn any discipline regardless of its associated order."]},{"level":1,"name":"Using a Discipline","entries":["Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.","The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.",{"type":"entries","name":"Psychic Focus","entries":["The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus."]},{"type":"entries","name":"Effect Options and Psi Points","entries":["A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.","Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.","Each option notes specific information about its effect, including any action required to use it and its range."]},{"type":"entries","name":"Components","entries":["Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind."]},{"type":"entries","name":"Duration","entries":["An effect option in a discipline specifies how long its effect lasts.",{"type":"entries","name":"Instantaneous","entries":["If no duration is specified, the effect of the option is instantaneous."]},{"type":"entries","name":"Concentration","entries":["Some options require {@status concentration} to maintain their effects. This requirement is noted with \"conc.\" after the option's psi point cost. The \"conc.\" notation is followed by the maximum duration of the {@status concentration}. For example, if an option says \"conc., 1 min.,\" you can concentrate on its effect for up to 1 minute.","Concentrating on a discipline follows the same rules as {@status concentration||concentrating} on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See {@book chapter 10|PHB|10}, \"Spellcasting,\" in the Player's Handbook for how {@status concentration} works."]}]},{"type":"entries","name":"Targets and Areas of Effect","entries":["Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in {@book chapter 10|PHB|10}, \"Spellcasting,\" of the Player's Handbook."]},{"type":"entries","name":"Saving Throws and Attack Rolls","entries":["If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.","Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability."]},{"type":"entries","name":"Combining Psionic Effects","entries":["The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.","Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule."]}]},{"level":1,"name":"Mystic Order","entries":["At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics.","Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level."]},{"level":2,"name":"Mystical Recovery","entries":["Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.","Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent."]},{"level":2,"name":"Telepathy","entries":["At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself."]},{"level":3,"name":"Mystic Order feature","entries":["At 3rd level, you gain another feature from your Mystic Order."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature."]},{"level":4,"name":"Strength of Mind","entries":["Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.","Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest."]},{"level":6,"name":"Mystic Order feature","entries":["At 6th level, you gain another feature from your Mystic Order."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature."]},{"level":8,"name":"Potent Psionics (1d8)","entries":["At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra {@damage 1d8} psychic damage to that target. When you reach 14th level, this extra damage increases to {@damage 2d8}.","In addition, you add your Intelligence modifier to any damage roll you make for a {@filter psionic talent|psionics|type=T}."]},{"level":10,"name":"Consumptive Power","entries":["At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.","Once you use this feature, you can't use it again until you finish a long rest."]},{"level":11,"name":"Psionic Mastery (1/Day)","entries":["Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent.","If more than one of the disciplines you activate with these points require {@status concentration}, you can concentrate on all of them. Activating one of them ends any effect you were already {@status concentration||concentrating} on, and if you begin {@status concentration||concentrating} on an effect that doesn't use these special points, the disciplines end that you're {@status concentration||concentrating} on.","At 15th level, the pool of psi points you gain from this feature increases to 11.","You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature."]},{"level":13,"name":"Psionic Mastery (2/Day)","entries":["At 13th level, you can use your Psionic Mastery twice per day."]},{"level":14,"name":"Mystic Order feature","entries":["At 14th level, you gain another feature from your Mystic Order."]},{"level":14,"name":"Potent Psionics (2d8)","entries":["At 14th level, your Potent Psionics damage increased to {@damage 2d8}."]},{"level":15,"name":"Psionic Mastery (3/Day)","entries":["At 15th level, you can use your Psionic Mastery three times per day."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature."]},{"level":17,"name":"Psionic Mastery (4/Day)","entries":["At 17th level, you can use your Psionic Mastery four times per day."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature."]},{"level":20,"name":"Psionic Body","entries":["At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:",{"type":"list","items":["You gain resistance to bludgeoning, piercing, and slashing damage.","You no longer age.","You are immune to disease, poison damage, and the {@condition poisoned} condition.","If you die, roll a {@dice d20}. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall {@condition unconscious}. You and your gear disappear. You appear at a spot of your choice {@dice 1d3} days later on the plane of existence where you died, having gained the benefits of one long rest."]}]}],"subclasses":[{"name":"Order of the Avatar","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Avatar","entries":["Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.","Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.",{"type":"entries","name":"Bonus Disciplines","entries":["At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Avatar disciplines|psionics|type=D|order=Avatar}."]},{"type":"entries","name":"Armor Training","entries":["At 1st level, you gain proficiency with medium armor and shields."]}]},{"level":3,"name":"Avatar of Battle","entries":["Starting at 3rd level, you project an inspiring aura. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls."]},{"level":6,"name":"Avatar of Healing","entries":["Beginning at 6th level, you project an aura of resilience. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline."]},{"level":14,"name":"Avatar of Speed","entries":["Starting at 14th level, you project an aura of speed. While you aren't {@condition incapacitated}, any ally within 30 feet of you who can see you can take the {@action Dash} action as a bonus action."]}]},{"name":"Order of the Awakened","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Awakened","entries":["Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.","The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.",{"type":"entries","name":"Bonus Disciplines","entries":["At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Awakened disciplines|psionics|type=D|order=Awakened}."]},{"type":"entries","name":"Awakened Talent","entries":["At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Investigation}, {@skill Perception}, and {@skill Persuasion}."]}]},{"level":3,"name":"Psionic Investigation","entries":["Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if {@status concentration||concentrating} on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.","You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.","Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start 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,"name":"Psionic Surge","entries":["Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.","You can't use this feature if you can't use your psychic focus."]},{"level":14,"name":"Spectral Form","entries":["At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.","Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Order of the Immortal","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Immortal","entries":["The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.","Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.",{"type":"entries","name":"Bonus Disciplines","entries":["At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Immortal disciplines|psionics|type=D|order=Immortal}."]},{"type":"entries","name":"Immortal Durability","entries":["Starting at 1st level, your hit point maximum increases by 1 per mystic level.","In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier."]}]},{"level":3,"name":"Psionic Resilience","entries":["Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point."]},{"level":6,"name":"Surge of Health","entries":["Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.","You can't use this feature if you can't use your psychic focus."]},{"level":14,"name":"Immortal Will","entries":["Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier."]}]},{"name":"Order of the Nomad","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Nomad","entries":["Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.","Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.",{"type":"entries","name":"Bonus Disciplines","entries":["At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Nomad disciplines|psionics|type=D|order=Nomad}."]},{"type":"entries","name":"Breadth of Knowledge","entries":["At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest."]}]},{"level":3,"name":"Memory of One Thousand Steps","entries":["At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest."]},{"level":6,"name":"Superior Teleportation","entries":["At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet."]},{"level":14,"name":"Effortless Journey","entries":["Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see."]}]},{"name":"Order of the Soul Knife","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Soul Knife","entries":["The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.","Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.",{"type":"entries","name":"Martial Training","entries":["At 1st level, you gain proficiency with medium armor and martial weapons."]},{"type":"entries","name":"Soul Knife","entries":["Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.","For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals {@damage 1d8} psychic damage on a hit.","As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are {@condition incapacitated}."]}]},{"level":3,"name":"Hone the Blade","entries":["Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.",{"type":"table","colLabels":["Psi Points","Attack and Damage Bonus"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["2","+1"],["5","+2"],["7","+4"]]}]},{"level":6,"name":"Consumptive Knife","entries":["Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points."]},{"level":14,"name":"Phantom Knife","entries":["Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC."]}]},{"name":"Order of the Wu Jen","source":"UATheMysticClass","features":[{"level":1,"name":"Order of the Wu Jen","entries":["The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.","In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.",{"type":"entries","name":"Bonus Disciplines","entries":["At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Wu Jen disciplines|psionics|type=D|order=Wu Jen}."]},{"type":"entries","name":"Hermit's Study","entries":["At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Religion}, or {@skill Survival}."]}]},{"level":3,"name":"Elemental Attunement","entries":["Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit."]},{"level":6,"name":"Arcane Dabbler","entries":["At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of {@filter 1st through 3rd level|spells|level=1;2;3|class=wizard}.","As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.",{"type":"table","colLabels":["Spell Slot Level","Psi Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","2"],["2nd","3"],["3rd","5"],["4th","6"],["5th","7"]]},"The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.","Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different {@filter wizard spell of 1st through 3rd level|spells|level=1;2;3|class=wizard}."]},{"level":14,"name":"Elemental Mastery","entries":["Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn."]}]}],"lore":[{"type":"section","name":"Mystic","entries":["A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion's slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.","The militia forms in ranks to prepare for the orcs' charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs' minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.","Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke's men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.","These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.",{"type":"entries","name":"Hermits and Outcasts","entries":["Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.","In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.","When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren't content to remain on the fringe of the world."]},{"type":"entries","name":"Eccentric Minds","entries":["In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp.","These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic's actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies.","While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.",{"type":"entries","name":"Selecting Quirks","entries":["To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They're a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character's personality or background? Are they based on a specific incident or a belief?",{"type":"table","caption":"Mystic Quirks","colLabels":["d20","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"You never cut your hair."],[2,"You refuse to wear clothes of a specific color."],[3,"You never say your name."],[4,"You never wear footwear."],[5,"You always wear a mask."],[6,"You dye your hair bright blue or green."],[7,"You pick a new name each day."],[8,"You never immerse yourself in water."],[9,"You sleep on bare earth."],[10,"You never consume alcohol."],[11,"You wear a veil to conceal your face."],[12,"You always wear a specific piece of clothing."],[13,"You refuse to light fires."],[14,"You refuse to write things down, instead using pictograms."],[15,"You never sit on a chair, preferring to stand or sit on the floor."],[16,"You never answer to any name but your own."],[17,"You write down the name of each creature you slay, and name ones that are unnamed."],[18,"You consume only water and raw vegetables."],[19,"You spend any money you earn within 1 week of gaining it."],[20,"You often speak to an imaginary companion, and act only with its blessing."]]}]}]},{"type":"entries","name":"Creating a Mystic","entries":["When creating a mystic, consider your character's background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?","Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?",{"type":"entries","name":"Quick Build","entries":["You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the {@background hermit} background."]}]}],"source":"UATheMysticClass","page":1}]},{"id":"paladin","name":"Paladin","source":"XPHB","page":108,"srd":true,"image":"classes/XPHB/Paladin.webp","hitDie":"d10","primaryAbility":"Strength and Charisma","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light, Medium, Heavy, Shield · Weapons: Simple, Martial · Skills: choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion","armorProficiencies":"Light, Medium, Heavy, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Paladin Subclass","table":{"headers":["Level","Prof. Bonus","Features","Channel Divinity","Prepared Spells","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Lay on Hands, Spellcasting, Weapon Mastery","0","2","2","-","-","-","-"],["2","+2","Fighting Style, Paladin's Smite","0","3","2","-","-","-","-"],["3","+2","Channel Divinity, Paladin Subclass","2","4","3","-","-","-","-"],["4","+2","Ability Score Improvement","2","5","3","-","-","-","-"],["5","+3","Extra Attack, Faithful Steed","2","6","4","2","-","-","-"],["6","+3","Aura of Protection","2","6","4","2","-","-","-"],["7","+3","Subclass Feature","2","7","4","3","-","-","-"],["8","+3","Ability Score Improvement","2","7","4","3","-","-","-"],["9","+4","Abjure Foes","2","9","4","3","2","-","-"],["10","+4","Aura of Courage","2","9","4","3","2","-","-"],["11","+4","Radiant Strikes","3","10","4","3","3","-","-"],["12","+4","Ability Score Improvement","3","10","4","3","3","-","-"],["13","+5","-","3","11","4","3","3","1","-"],["14","+5","Restoring Touch","3","11","4","3","3","1","-"],["15","+5","Subclass Feature","3","12","4","3","3","2","-"],["16","+5","Ability Score Improvement","3","12","4","3","3","2","-"],["17","+6","-","3","14","4","3","3","3","1"],["18","+6","Aura Expansion","3","14","4","3","3","3","1"],["19","+6","Epic Boon","3","15","4","3","3","3","2"],["20","+6","Subclass Feature","3","15","4","3","3","3","2"]]},"features":[{"level":1,"name":"Lay on Hands","entries":["Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a {@variantrule Long Rest|XPHB}. With that pool, you can restore a total number of {@variantrule Hit Points|XPHB} equal to five times your Paladin level.","As a {@variantrule Bonus Action|XPHB}, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of {@variantrule Hit Points|XPHB} to that creature, up to the maximum amount remaining in the pool.","You can also expend 5 {@variantrule Hit Points|XPHB} from the pool of healing power to remove the {@condition Poisoned|XPHB} condition from the creature; those points don't also restore {@variantrule Hit Points|XPHB} to the creature."]},{"level":1,"name":"Spellcasting","entries":["You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the {@filter Paladin spell list|spells|class=Paladin} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Paladin spells|spells|class=Paladin|level=1}. {@spell Heroism|XPHB} and {@spell Searing Smite|XPHB} are recommended.","The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.","If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Paladin spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your Paladin spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Paladin spells."]}]}]},{"level":1,"name":"Weapon Mastery","entries":["Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longsword|XPHB|Longswords} and {@item Javelin|XPHB|Javelins}.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Halberd|XPHB|Halberds} and {@item Flail|XPHB|Flails}."]},{"level":2,"name":"Fighting Style","entries":["You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.",{"type":"entries","entries":[{"type":"refFeat","feat":"Blessed Warrior|XPHB"}]}]},{"level":2,"name":"Paladin's Smite","entries":["You always have the {@spell Divine Smite|XPHB} spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again."]},{"level":3,"name":"Channel Divinity","entries":["You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.","You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain an additional use when you reach Paladin level 11.","If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.",{"type":"entries","entries":[{"type":"entries","name":"Divine Sense","entries":["As a {@variantrule Bonus Action|XPHB}, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the {@condition Incapacitated|XPHB} condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell Hallow|XPHB} spell."]}]}]},{"level":3,"name":"Paladin Subclass","entries":["You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.",{"type":"inset","name":"Breaking Your Oath","entries":["A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.","A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.","If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one."]}]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16."]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":5,"name":"Faithful Steed","entries":["You can call on the aid of an otherworldly steed. You always have the {@spell Find Steed|XPHB} spell prepared.","You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a {@variantrule Long Rest|XPHB}."]},{"level":6,"name":"Aura of Protection","entries":["You radiate a protective, unseeable aura in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that originates from you. The aura is inactive while you have the {@condition Incapacitated|XPHB} condition.","You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).","If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them."]},{"level":7,"name":"Subclass Feature","entries":["You gain a feature from your Paladin Subclass."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Abjure Foes","entries":["As a {@action Magic|XPHB} action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your {@item Holy Symbol|XPHB} or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. While {@condition Frightened|XPHB} in this way, a target can do only one of the following on its turns: move, take an action, or take a {@variantrule Bonus Action|XPHB}."]},{"level":10,"name":"Aura of Courage","entries":["You and your allies have {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} condition while in your Aura of Protection. If a {@condition Frightened|XPHB} ally enters the aura, that condition has no effect on that ally while there."]},{"level":11,"name":"Radiant Strikes","entries":["Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an {@variantrule Unarmed Strike|XPHB}, the target takes an extra {@damage 1d8} Radiant damage."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Restoring Touch","entries":["When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Stunned|XPHB}. You must expend 5 {@variantrule Hit Points|XPHB} from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore {@variantrule Hit Points|XPHB} to the creature."]},{"level":15,"name":"Subclass Feature","entries":["You gain a feature from your Paladin Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":18,"name":"Aura Expansion","entries":["Your Aura of Protection is now a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Truesight|XPHB} is recommended."]},{"level":20,"name":"Subclass Feature","entries":["You gain a feature from your Paladin Subclass."]}],"subclasses":[{"name":"Oath of Conquest","source":"XGE","image":"classes/XGE/Conquest Paladin.webp","gallery":[{"path":"classes/XGE/Conquest Paladin.webp"}],"features":[{"level":3,"name":"Oath of Conquest","entries":["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.","Some 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.",{"type":"entries","name":"Tenets of Conquest","entries":["A paladin who takes this oath has the tenets of conquest seared on the upper arm.",{"type":"entries","entries":[{"type":"entries","name":"Douse the Flame of Hope","entries":["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."]},{"type":"entries","name":"Rule with an Iron Fist","entries":["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."]},{"type":"entries","name":"Strength Above All","entries":["You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Conquest Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell armor of Agathys}, {@spell command}"],["5th","{@spell hold person}, {@spell spiritual weapon}"],["9th","{@spell bestow curse}, {@spell fear}"],["13th","{@spell dominate beast}, {@spell stoneskin}"],["17th","{@spell cloudkill}, {@spell dominate person}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Conquering Presence","entries":["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 {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Guided Strike","entries":["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":7,"name":"Aura of Conquest","entries":["Starting at 7th level, you constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.","If a creature is {@condition 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":15,"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 {@condition incapacitated}."]},{"level":20,"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:",{"type":"list","items":["You have resistance to all damage.","When you take the {@action 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 {@dice d20}."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of Devotion","source":"PHB","features":[{"level":3,"name":"Oath of Devotion","entries":["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.",{"type":"entries","name":"Tenets of Devotion","entries":["Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.",{"type":"entries","entries":[{"type":"entries","name":"Honesty","entries":["Don't lie or cheat. Let your word be your promise."]}]},{"type":"entries","entries":[{"type":"entries","name":"Courage","entries":["Never fear to act, though caution is wise."]}]},{"type":"entries","entries":[{"type":"entries","name":"Compassion","entries":["Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom."]}]},{"type":"entries","entries":[{"type":"entries","name":"Honor","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Duty","entries":["Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Devotion Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}, {@spell sanctuary}"],["5th","{@spell lesser restoration}, {@spell zone of truth}"],["9th","{@spell beacon of hope}, {@spell dispel magic}"],["13th","{@spell freedom of movement}, {@spell guardian of faith}"],["17th","{@spell commune}, {@spell flame strike}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Sacred Weapon","entries":["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 {@condition unconscious}, this effect ends."]},{"type":"entries","name":"Turn the Unholy","entries":["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 {@action 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 {@action Dodge} action."]}]}]},{"level":7,"name":"Aura of Devotion","entries":["Starting at 7th level, you and friendly creatures within 10 feet of you can't be {@condition charmed} while you are conscious.","At 18th level, the range of this aura increases to 30 feet."]},{"level":15,"name":"Purity of Spirit","entries":["Beginning at 15th level, you are always under the effects of a {@spell protection from evil and good} spell."]},{"level":20,"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."]}]},{"name":"Oath of Devotion","source":"XPHB","image":"classes/XPHB/Devotion Paladin.webp","gallery":[{"path":"classes/XPHB/Devotion Paladin.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Oath of Devotion","entries":["{@i Uphold the Ideals of Justice and Order}","The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. 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 personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.","These paladins share the following tenets:",{"type":"list","items":["Let your word be your promise.","Protect the weak and never fear to act.","Let your honorable deeds be an example."]},{"type":"entries","name":"Oath of Devotion Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Devotion Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Protection from Evil And Good|XPHB}, {@spell Shield of Faith|XPHB}"],["5th","{@spell Aid|XPHB}, {@spell Zone of Truth|XPHB}"],["9th","{@spell Beacon of Hope|XPHB}, {@spell Dispel Magic|XPHB}"],["13th","{@spell Freedom of Movement|XPHB}, {@spell Guardian of Faith|XPHB}"],["17th","{@spell Commune|XPHB}, {@spell Flame Strike|XPHB}"]]}]},{"type":"entries","name":"Sacred Weapon","entries":["When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.","The weapon also emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} 20 feet beyond that.","You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."]}]},{"level":7,"name":"Aura of Devotion","entries":["You and your allies have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} condition while in your Aura of Protection. If a {@condition Charmed|XPHB} ally enters the aura, that condition has no effect on that ally while there."]},{"level":15,"name":"Smite of Protection","entries":["Your magical smite now radiates protective energy. Whenever you cast {@spell Divine Smite|XPHB}, you and your allies have {@variantrule Cover|XPHB|Half Cover} while in your Aura of Protection. The aura has this benefit until the start of your next turn."]},{"level":20,"name":"Holy Nimbus","entries":["As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Holy Ward","entries":["You have {@variantrule Advantage|XPHB} on any saving throw you are forced to make by a Fiend or an Undead."]},{"type":"entries","name":"Radiant Damage","entries":["Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your {@variantrule Proficiency|XPHB|Proficiency Bonus}."]},{"type":"entries","name":"Sunlight","entries":["The aura is filled with {@variantrule Bright Light|XPHB} that is sunlight."]}]}]},{"name":"Oath of Glory","source":"TCE","image":"classes/TCE/Glory Paladin.webp","gallery":[{"path":"classes/TCE/Glory Paladin.webp"}],"features":[{"level":3,"name":"Oath of Glory","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.",{"type":"entries","name":"Tenets of Glory","entries":["The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.",{"type":"entries","name":"Actions over Words","entries":["Strive to be known by glorious deeds, not words."]},{"type":"entries","name":"Challenges Are but Tests","entries":["Face hardships with courage, and encourage your allies to face them with you."]},{"type":"entries","name":"Hone the Body","entries":["Like raw stone, your body must be worked so its potential can be realized."]},{"type":"entries","name":"Discipline the Soul","entries":["You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends."]}]},{"type":"entries","name":"Oath Spells","entries":["{@i 3rd-level Oath of Glory feature}","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.",{"type":"table","caption":"Oath of Glory Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell guiding bolt}, {@spell heroism}"],["5th","{@spell enhance ability}, {@spell magic weapon}"],["9th","{@spell haste}, {@spell protection from energy}"],["13th","{@spell compulsion}, {@spell freedom of movement}"],["17th","{@spell commune}, {@spell flame strike}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["{@i 3rd-level Oath of Glory feature}","You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.",{"type":"entries","name":"Peerless Athlete","entries":["As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength ({@skill Athletics}) and Dexterity ({@skill 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)."]},{"type":"entries","name":"Inspiring Smite","entries":["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 {@dice 2d8} + your level in this class, divided among the chosen creatures however you like."]}]}]},{"level":7,"name":"Aura of Alacrity","entries":["{@i 7th-level Oath of Glory feature}","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 {@condition 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."]},{"level":15,"name":"Glorious Defense","entries":["{@i 15th-level Oath of Glory feature}","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."]},{"level":20,"name":"Living Legend","entries":["{@i 20th-level Oath of Glory feature}","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:",{"type":"list","items":["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."]}]},{"name":"Oath of Glory","source":"XPHB","image":"classes/XPHB/Glory Paladin.webp","gallery":[{"path":"classes/XPHB/Glory Paladin.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Oath of Glory","entries":["{@i Strive for the Heights of Heroism}","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.","These paladins share the following tenets:",{"type":"list","items":["Endeavor to be known by your deeds.","Face hardships with courage.","Inspire others to strive for glory."]},{"type":"entries","name":"Oath of Glory Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Glory Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Guiding Bolt|XPHB}, {@spell Heroism|XPHB}"],["5th","{@spell Enhance Ability|XPHB}, {@spell Magic Weapon|XPHB}"],["9th","{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Compulsion|XPHB}, {@spell Freedom of Movement|XPHB}"],["17th","{@spell Legend Lore|XPHB}, {@spell Yolande's Regal Presence|XPHB}"]]}]},{"type":"entries","name":"Inspiring Smite","entries":["Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your Channel Divinity and distribute {@variantrule Temporary Hit Points|XPHB} to creatures of your choice within 30 feet of yourself, which can include you. The total number of {@variantrule Temporary Hit Points|XPHB} equals {@dice 2d8} plus your Paladin level, divided among the chosen creatures however you like."]},{"type":"entries","name":"Peerless Athlete","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) and Dexterity ({@skill Acrobatics|XPHB}) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal)."]}]},{"level":7,"name":"Aura of Alacrity","entries":["Your Speed increases by 10 feet.","In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's {@variantrule Speed|XPHB} increases by 10 feet until the end of their next turn."]},{"level":15,"name":"Glorious Defense","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 take a {@variantrule Reaction|XPHB} 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 attack with a weapon against the attacker as part of this {@variantrule Reaction|XPHB} if 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 {@variantrule Long Rest|XPHB}."]},{"level":20,"name":"Living Legend","entries":["You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Charismatic","entries":["You are blessed with an otherworldly presence and have {@variantrule Advantage|XPHB} on all Charisma checks."]},{"type":"entries","name":"Saving Throw Reroll","entries":["If you fail a saving throw, you can take a {@variantrule Reaction|XPHB} to reroll it. You must use this new roll."]},{"type":"entries","name":"Unerring Strike","entries":["Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead."]}]}]},{"name":"Oath of Redemption","source":"XGE","image":"classes/XGE/Redemption Paladin.webp","gallery":[{"path":"classes/XGE/Redemption Paladin.webp"}],"features":[{"level":3,"name":"Oath of Redemption","entries":["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.","While 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.",{"type":"entries","name":"Tenets of Redemption","entries":["The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.",{"type":"entries","entries":[{"type":"entries","name":"Peace","entries":["Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace."]}]},{"type":"entries","entries":[{"type":"entries","name":"Innocence","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Patience","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Wisdom","entries":["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."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Redemption Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell sanctuary}, {@spell sleep}"],["5th","{@spell calm emotions}, {@spell hold person}"],["9th","{@spell counterspell}, {@spell hypnotic pattern}"],["13th","{@spell Otiluke's resilient sphere}, {@spell stoneskin}"],["17th","{@spell hold monster}, {@spell wall of force}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Emissary of Peace","entries":["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 ({@skill Persuasion}) checks for the next 10 minutes."]},{"type":"entries","name":"Rebuke the Violent","entries":["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":7,"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":15,"name":"Protective Spirit","entries":["Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to {@dice 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 {@condition incapacitated}."]},{"level":20,"name":"Emissary of Redemption","entries":["At 20th level, you become an avatar of peace, which gives you two benefits:",{"type":"list","items":["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."]},"If 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."]}]},{"name":"Oath of the Ancients","source":"PHB","features":[{"level":3,"name":"Oath of the Ancients","entries":["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.",{"type":"entries","name":"Tenets of the Ancients","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Kindle the Light","entries":["Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair."]}]},{"type":"entries","entries":[{"type":"entries","name":"Shelter the Light","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Preserve Your Own Light","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Be the Light","entries":["Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of the Ancients Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell ensnaring strike}, {@spell speak with animals}"],["5th","{@spell moonbeam}, {@spell misty step}"],["9th","{@spell plant growth}, {@spell protection from energy}"],["13th","{@spell ice storm}, {@spell stoneskin}"],["17th","{@spell commune with nature}, {@spell tree stride}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Nature's Wrath","entries":["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 {@condition restrained}. While {@condition 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."]},{"type":"entries","name":"Turn the Faithless","entries":["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 {@action 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 {@action 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":7,"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":15,"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":20,"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 moss-like, 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:",{"type":"list","items":["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."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of the Ancients","source":"XPHB","image":"classes/XPHB/Ancients Paladin.webp","gallery":[{"path":"classes/XPHB/Ancients Paladin.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Oath of the Ancients","entries":["{@i Preserve Life and Light in the World}","The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.","These paladins share the following tenets:",{"type":"list","items":["Kindle the light of hope.","Shelter life.","Delight in art and laughter."]},{"type":"entries","name":"Oath of the Ancients Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of the Ancients Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Ensnaring Strike|XPHB}, {@spell Speak with Animals|XPHB}"],["5th","{@spell Misty Step|XPHB}, {@spell Moonbeam|XPHB}"],["9th","{@spell Plant Growth|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Ice Storm|XPHB}, {@spell Stoneskin|XPHB}"],["17th","{@spell Commune with Nature|XPHB}, {@spell Tree Stride|XPHB}"]]}]},{"type":"entries","name":"Nature's Wrath","entries":["As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. A {@condition Restrained|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success."]}]},{"level":7,"name":"Aura of Warding","entries":["Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage while in your Aura of Protection."]},{"level":15,"name":"Undying Sentinel","entries":["When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead, and you regain a number of {@variantrule Hit Points|XPHB} equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","Additionally, you can't be aged magically, and you cease visibly aging."]},{"level":20,"name":"Elder Champion","entries":["As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Diminish Defiance","entries":["Enemies in the aura have {@variantrule Disadvantage|XPHB} on saving throws against your spells and Channel Divinity options."]},{"type":"entries","name":"Regeneration","entries":["At the start of each of your turns, you regain 10 {@variantrule Hit Points|XPHB}."]},{"type":"entries","name":"Swift Spells","entries":["Whenever you cast a spell that has a casting time of an action, you can cast it using a {@variantrule Bonus Action|XPHB} instead."]}]}]},{"name":"Oath of the Crown","source":"SCAG","features":[{"level":3,"name":"Oath of the Crown","entries":["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.",{"type":"entries","name":"Tenets of the Crown","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Law","entries":["The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected."]}]},{"type":"entries","entries":[{"type":"entries","name":"Loyalty","entries":["Your word is your bond. Without loyalty, oaths and laws are meaningless."]}]},{"type":"entries","entries":[{"type":"entries","name":"Courage","entries":["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?"]}]},{"type":"entries","entries":[{"type":"entries","name":"Responsibility","entries":["You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of the Crown Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell command}, {@spell compelled duel}"],["5th","{@spell warding bond}, {@spell zone of truth}"],["9th","{@spell aura of vitality}, {@spell spirit guardians}"],["13th","{@spell banishment}, {@spell guardian of faith}"],["17th","{@spell circle of power}, {@spell geas}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Champion Challenge","entries":["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 {@condition incapacitated} or die or if the creature is more than 30 feet away from you."]},{"type":"entries","name":"Turn the Tide","entries":["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 {@dice 1d6} + your Charisma modifier (minimum of 1) if it has no more than half of its hit points."]}]}]},{"level":7,"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":15,"name":"Unyielding Spirit","entries":["Starting at 15th level, you have advantage on saving throws to avoid becoming {@condition paralyzed} or {@condition stunned}."]},{"level":20,"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:",{"type":"list","items":["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 {@condition incapacitated} or die. Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of the Noble Genies","source":"FRHoF","image":"classes/FRHoF/Genie Paladin.webp","gallery":[{"path":"classes/FRHoF/Genie Paladin.webp"}],"features":[{"level":3,"name":"Oath of the Noble Genies","entries":["{@i Brandish the Elemental Splendor of Genies}","Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.","Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:",{"type":"list","page":5,"items":["Sow the seeds of creation amid the ashes of destruction.","Lead with splendor and grace.","Respect the elements, and fear their wrath."]},{"type":"entries","name":"Elemental Smite","entries":["Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your {@classFeature Channel Divinity|Paladin|XPHB|3|XPHB} and invoke one of the following effects.",{"type":"entries","name":"Dao's Crush","entries":["Earth rises up around the target of your Divine Smite. The target has the {@condition Grappled|XPHB} condition (escape DC equal to your spell save DC). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition."]},{"type":"entries","name":"Djinni's Escape","entries":["You {@variantrule Teleportation|XPHB|teleport} to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage, and you have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions."]},{"type":"entries","name":"Efreeti's Fury","entries":["The target of your Divine Smite takes an extra {@damage 2d4} Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes {@damage 2d4} Fire damage."]},{"type":"entries","name":"Marid's Surge","entries":["The target of your Divine Smite and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the {@condition Prone|XPHB} condition."]}]},{"type":"entries","name":"Genie Spells","entries":["When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Chromatic Orb|XPHB}, {@spell Elementalism|XPHB}, {@spell Thunderous Smite|XPHB}"],["5","{@spell Mirror Image|XPHB}, {@spell Phantasmal Force|XPHB}"],["9","{@spell Fly|XPHB}, {@spell Gaseous Form|XPHB}"],["13","{@spell Conjure Minor Elementals|XPHB}, {@spell Summon Elemental|XPHB}"],["17","{@spell Banishing Smite|XPHB}, {@spell Contact Other Plane|XPHB}"]]}]},{"type":"entries","name":"Genie's Splendor","entries":["When you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.","You also gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":7,"name":"Aura of Elemental Shielding","entries":["Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have {@variantrule Resistance|XPHB} to that damage type while in your Aura of Protection.","At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required)."]},{"level":15,"name":"Elemental Rebuke","entries":["When you are hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to {@dice 2d10} plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.","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 {@variantrule Long Rest|XPHB}."]},{"level":20,"name":"Noble Scion","entries":["As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Flight","page":5,"entries":["You have a {@variantrule Fly Speed|XPHB} of 60 feet and can hover."]},{"type":"entries","name":"Minor Wish","page":5,"entries":["When you or an ally in your {@classFeature Aura of Protection|Paladin|XPHB|6|XPHB} fails a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to make the {@variantrule D20 Test|XPHB} succeed instead."]}]}]},{"name":"Oath of the Watchers","source":"TCE","image":"classes/TCE/Watchers Paladin.webp","gallery":[{"path":"classes/TCE/Watchers Paladin.webp"}],"features":[{"level":3,"name":"Oath of the Watchers","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.",{"type":"entries","name":"Tenets of the Watchers","entries":["A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.",{"type":"entries","name":"Vigilance","entries":["The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption."]},{"type":"entries","name":"Loyalty","entries":["Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty."]},{"type":"entries","name":"Discipline","entries":["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."]}]},{"type":"entries","name":"Oath Spells","entries":["{@i 3rd-level Oath of the Watchers feature}","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.",{"type":"table","caption":"Oath of the Watchers Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell alarm}, {@spell detect magic}"],["5th","{@spell moonbeam}, {@spell see invisibility}"],["9th","{@spell counterspell}, {@spell nondetection}"],["13th","{@spell aura of purity}, {@spell banishment}"],["17th","{@spell hold monster}, {@spell scrying}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["{@i 3rd-level Oath of the Watchers feature}","You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.",{"type":"entries","name":"Watcher's Will","entries":["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."]},{"type":"entries","name":"Abjure the Extraplanar","entries":["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 {@action 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 {@action Dodge} action."]}]}]},{"level":7,"name":"Aura of the Sentinel","entries":["{@i 7th-level Oath of the Watchers feature}","You emit an aura of alertness while you aren't {@condition 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."]},{"level":15,"name":"Vigilant Rebuke","entries":["{@i 15th-level Oath of the Watchers feature}","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 {@damage 2d8} + your Charisma modifier force damage to the creature that forced the saving throw."]},{"level":20,"name":"Mortal Bulwark","entries":["{@i 20th-level Oath of the Watchers feature}","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:",{"type":"list","items":["You gain {@sense 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."]}]},{"name":"Oath of Vengeance","source":"PHB","features":[{"level":3,"name":"Oath of Vengeance","entries":["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.",{"type":"entries","name":"Tenets of Vengeance","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Fight the Greater Evil","entries":["Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil."]}]},{"type":"entries","entries":[{"type":"entries","name":"No Mercy for the Wicked","entries":["Ordinary foes might win my mercy, but my sworn enemies do not."]}]},{"type":"entries","entries":[{"type":"entries","name":"By Any Means Necessary","entries":["My qualms can't get in the way of exterminating my foes."]}]},{"type":"entries","entries":[{"type":"entries","name":"Restitution","entries":["If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Vengeance Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell bane}, {@spell hunter's mark}"],["5th","{@spell hold person}, {@spell misty step}"],["9th","{@spell haste}, {@spell protection from energy}"],["13th","{@spell banishment}, {@spell dimension door}"],["17th","{@spell hold monster}, {@spell scrying}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Abjure Enemy","entries":["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 {@condition frightened}. Fiends and undead have disadvantage on this saving throw.","On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition 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."]},{"type":"entries","name":"Vow of Enmity","entries":["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 {@condition unconscious}."]}]}]},{"level":7,"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":15,"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":20,"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:",{"type":"list","items":["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 {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of Vengeance","source":"XPHB","image":"classes/XPHB/Vengeance Paladin.webp","gallery":[{"path":"classes/XPHB/Vengeance Paladin.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Oath of Vengeance","entries":["{@i Punish Evildoers at Any Cost}","The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.","These paladins share the following tenets:",{"type":"list","items":["Show the wicked no mercy.","Fight injustice and its causes.","Aid those harmed by injustice."]},{"type":"entries","name":"Oath of Vengeance Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Vengeance Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Bane|XPHB}, {@spell Hunter's Mark|XPHB}"],["5th","{@spell Hold Person|XPHB}, {@spell Misty Step|XPHB}"],["9th","{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Banishment|XPHB}, {@spell Dimension Door|XPHB}"],["17th","{@spell Hold Monster|XPHB}, {@spell Scrying|XPHB}"]]}]},{"type":"entries","name":"Vow of Enmity","entries":["When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have {@variantrule Advantage|XPHB} on attack rolls against the creature for 1 minute or until you use this feature again.","If the creature drops to 0 {@variantrule Hit Points|XPHB} before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required)."]}]},{"level":7,"name":"Relentless Avenger","entries":["Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an {@action Opportunity Attack|XPHB}, you can reduce the creature's {@variantrule Speed|XPHB} to 0 until the end of the current turn. You can then move up to half your {@variantrule Speed|XPHB} as part of the same {@variantrule Reaction|XPHB}. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"level":15,"name":"Soul of Vengeance","entries":["Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a {@variantrule Reaction|XPHB} to make a melee attack against that creature if it's within range."]},{"level":20,"name":"Avenging Angel","entries":["As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Flight","entries":["You sprout spectral wings on your back, have a {@variantrule Fly Speed|XPHB} of 60 feet, and can hover."]},{"type":"entries","name":"Frightful Aura","entries":["Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. {@action Attack|XPHB} rolls against the {@condition Frightened|XPHB} creature have {@variantrule Advantage|XPHB}."]}]}]},{"name":"Oathbreaker","source":"DMG","features":[{"level":3,"name":"Oathbreaker","entries":["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.","A 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.",{"type":"entries","name":"Oathbreaker Spells","entries":["You gain oathbreaker spells at the paladin levels listed.",{"type":"table","caption":"Oathbreaker Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell hellish rebuke}, {@spell inflict wounds}"],["5th","{@spell crown of madness}, {@spell darkness}"],["9th","{@spell animate dead}, {@spell bestow curse}"],["13th","{@spell blight}, {@spell confusion}"],["17th","{@spell contagion}, {@spell dominate person}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.",{"type":"entries","name":"Control Undead","entries":["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."]},{"type":"entries","name":"Dreadful Aspect","entries":["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 {@condition frightened} of the paladin for 1 minute. If a creature {@condition 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":7,"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":15,"name":"Supernatural Resistance","entries":["At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons."]},{"level":20,"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 {@condition frightened} by the paladin starts its turn in the aura, it takes {@damage 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 {@damage 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."]}]}],"lore":[{"type":"section","name":"Paladin","source":"XPHB","page":108,"entries":["Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.","Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.","Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic."]}],"gallery":[{"path":"classes/XPHB/Paladin.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"paladin-phb","source":"PHB"}]},{"id":"paladin-phb","name":"Paladin","source":"PHB","page":82,"srd":false,"image":"classes/PHB/Paladin.webp","hitDie":"d10","primaryAbility":"","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light, Medium, Heavy, Shield · Weapons: Simple, Martial · Skills: choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion","armorProficiencies":"Light, Medium, Heavy, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Sacred Oath","table":{"headers":["Level","Prof. Bonus","Features","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Divine Sense, Lay on Hands","-","-","-","-","-"],["2","+2","Divine Smite, Fighting Style, Spellcasting","2","-","-","-","-"],["3","+2","Divine Health, Sacred Oath","3","-","-","-","-"],["4","+2","Ability Score Improvement, Martial Versatility","3","-","-","-","-"],["5","+3","Extra Attack","4","2","-","-","-"],["6","+3","Aura of Protection","4","2","-","-","-"],["7","+3","Sacred Oath feature","4","3","-","-","-"],["8","+3","Ability Score Improvement","4","3","-","-","-"],["9","+4","-","4","3","2","-","-"],["10","+4","Aura of Courage","4","3","2","-","-"],["11","+4","Improved Divine Smite","4","3","3","-","-"],["12","+4","Ability Score Improvement","4","3","3","-","-"],["13","+5","-","4","3","3","1","-"],["14","+5","Cleansing Touch","4","3","3","1","-"],["15","+5","Sacred Oath feature","4","3","3","2","-"],["16","+5","Ability Score Improvement","4","3","3","2","-"],["17","+6","-","4","3","3","3","1"],["18","+6","Aura improvements","4","3","3","3","1"],["19","+6","Ability Score Improvement","4","3","3","3","2"],["20","+6","Sacred Oath feature","4","3","3","3","2"]]},"features":[{"level":1,"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 {@quickref Cover||3||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 {@spell 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."]},{"level":1,"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 × 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."]},{"level":2,"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 {@damage 2d8} for a 1st-level spell slot, plus {@damage 1d8} for each spell level higher than 1st, to a maximum of {@damage 5d8}. The damage increases by {@damage 1d8} if the target is an undead or a fiend, to a maximum of {@damage 6d8}."]},{"level":2,"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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Defense"},{"type":"refOptionalfeature","optionalfeature":"Dueling"},{"type":"refOptionalfeature","optionalfeature":"Great Weapon Fighting"},{"type":"refOptionalfeature","optionalfeature":"Protection"},{"type":"refOptionalfeature","optionalfeature":"Blessed Warrior|TCE"},{"type":"refOptionalfeature","optionalfeature":"Blind Fighting|TCE"},{"type":"refOptionalfeature","optionalfeature":"Interception|TCE"}]}]},{"level":2,"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter paladin spell list|spells|class=paladin}.",{"type":"entries","name":"Preparing and Casting Spells","entries":["The Paladin table shows how many spell slots you have to cast your {@filter paladin spells|spells|class=paladin}. 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 {@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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["cha"]},{"type":"abilityAttackMod","name":"Spell","attributes":["cha"]}]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item holy symbol|phb} as a spellcasting focus for your paladin spells."]}]},{"level":3,"name":"Divine Health","entries":["By 3rd level, the divine magic flowing through you makes you immune to disease."]},{"level":3,"name":"Sacred Oath","entries":["When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.","Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.",{"name":"Oath Spells","type":"entries","entries":["Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.","If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you."]},{"type":"entries","name":"Channel Divinity","entries":["Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.","When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC."]},{"type":"entries","name":"Channel Divinity: Harness Divine Power","entries":["{@i 3rd-level paladin {@variantrule optional class features|tce|optional 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest."]},{"name":"Breaking Your Oath","type":"inset","entries":["A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.","A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.","If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide."]}]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Martial Versatility","entries":["{@i 4th-level paladin {@variantrule optional class features|tce|optional feature}}","Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice."]},{"level":5,"name":"Extra Attack","entries":["Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":6,"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."]},{"level":7,"name":"Sacred Oath feature","entries":["At 7th level, you gain a feature granted to you by your Sacred Oath."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Aura of Courage","entries":["Starting at 10th level, you and friendly creatures within 10 feet of you can't be {@condition frightened} while you are conscious.","At 18th level, the range of this aura increases to 30 feet."]},{"level":11,"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 {@damage 1d8} radiant damage."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"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."]},{"level":15,"name":"Sacred Oath feature","entries":["At 15th level, you gain a feature granted to you by your Sacred Oath."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":18,"name":"Aura improvements","entries":["At 18th level, the range of your Aura of Protection increases to 30 feet."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Sacred Oath feature","entries":["At 20th level, you gain a feature granted to you by your Sacred Oath."]}],"subclasses":[{"name":"Oath of Conquest","source":"XGE","image":"classes/XGE/Conquest Paladin.webp","gallery":[{"path":"classes/XGE/Conquest Paladin.webp"}],"features":[{"level":3,"name":"Oath of Conquest","entries":["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.","Some 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.",{"type":"entries","name":"Tenets of Conquest","entries":["A paladin who takes this oath has the tenets of conquest seared on the upper arm.",{"type":"entries","entries":[{"type":"entries","name":"Douse the Flame of Hope","entries":["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."]},{"type":"entries","name":"Rule with an Iron Fist","entries":["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."]},{"type":"entries","name":"Strength Above All","entries":["You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Conquest Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell armor of Agathys}, {@spell command}"],["5th","{@spell hold person}, {@spell spiritual weapon}"],["9th","{@spell bestow curse}, {@spell fear}"],["13th","{@spell dominate beast}, {@spell stoneskin}"],["17th","{@spell cloudkill}, {@spell dominate person}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Conquering Presence","entries":["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 {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Guided Strike","entries":["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":7,"name":"Aura of Conquest","entries":["Starting at 7th level, you constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.","If a creature is {@condition 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":15,"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 {@condition incapacitated}."]},{"level":20,"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:",{"type":"list","items":["You have resistance to all damage.","When you take the {@action 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 {@dice d20}."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of Devotion","source":"PHB","features":[{"level":3,"name":"Oath of Devotion","entries":["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.",{"type":"entries","name":"Tenets of Devotion","entries":["Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.",{"type":"entries","entries":[{"type":"entries","name":"Honesty","entries":["Don't lie or cheat. Let your word be your promise."]}]},{"type":"entries","entries":[{"type":"entries","name":"Courage","entries":["Never fear to act, though caution is wise."]}]},{"type":"entries","entries":[{"type":"entries","name":"Compassion","entries":["Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom."]}]},{"type":"entries","entries":[{"type":"entries","name":"Honor","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Duty","entries":["Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Devotion Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}, {@spell sanctuary}"],["5th","{@spell lesser restoration}, {@spell zone of truth}"],["9th","{@spell beacon of hope}, {@spell dispel magic}"],["13th","{@spell freedom of movement}, {@spell guardian of faith}"],["17th","{@spell commune}, {@spell flame strike}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Sacred Weapon","entries":["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 {@condition unconscious}, this effect ends."]},{"type":"entries","name":"Turn the Unholy","entries":["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 {@action 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 {@action Dodge} action."]}]}]},{"level":7,"name":"Aura of Devotion","entries":["Starting at 7th level, you and friendly creatures within 10 feet of you can't be {@condition charmed} while you are conscious.","At 18th level, the range of this aura increases to 30 feet."]},{"level":15,"name":"Purity of Spirit","entries":["Beginning at 15th level, you are always under the effects of a {@spell protection from evil and good} spell."]},{"level":20,"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."]}]},{"name":"Oath of Devotion","source":"XPHB","image":"classes/XPHB/Devotion Paladin.webp","gallery":[{"path":"classes/XPHB/Devotion Paladin.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Oath of Devotion","entries":["{@i Uphold the Ideals of Justice and Order}","The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. 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 personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.","These paladins share the following tenets:",{"type":"list","items":["Let your word be your promise.","Protect the weak and never fear to act.","Let your honorable deeds be an example."]},{"type":"entries","name":"Oath of Devotion Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Devotion Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Protection from Evil And Good|XPHB}, {@spell Shield of Faith|XPHB}"],["5th","{@spell Aid|XPHB}, {@spell Zone of Truth|XPHB}"],["9th","{@spell Beacon of Hope|XPHB}, {@spell Dispel Magic|XPHB}"],["13th","{@spell Freedom of Movement|XPHB}, {@spell Guardian of Faith|XPHB}"],["17th","{@spell Commune|XPHB}, {@spell Flame Strike|XPHB}"]]}]},{"type":"entries","name":"Sacred Weapon","entries":["When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.","The weapon also emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} 20 feet beyond that.","You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."]}]},{"level":7,"name":"Aura of Devotion","entries":["You and your allies have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} condition while in your Aura of Protection. If a {@condition Charmed|XPHB} ally enters the aura, that condition has no effect on that ally while there."]},{"level":15,"name":"Smite of Protection","entries":["Your magical smite now radiates protective energy. Whenever you cast {@spell Divine Smite|XPHB}, you and your allies have {@variantrule Cover|XPHB|Half Cover} while in your Aura of Protection. The aura has this benefit until the start of your next turn."]},{"level":20,"name":"Holy Nimbus","entries":["As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Holy Ward","entries":["You have {@variantrule Advantage|XPHB} on any saving throw you are forced to make by a Fiend or an Undead."]},{"type":"entries","name":"Radiant Damage","entries":["Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your {@variantrule Proficiency|XPHB|Proficiency Bonus}."]},{"type":"entries","name":"Sunlight","entries":["The aura is filled with {@variantrule Bright Light|XPHB} that is sunlight."]}]}]},{"name":"Oath of Glory","source":"TCE","image":"classes/TCE/Glory Paladin.webp","gallery":[{"path":"classes/TCE/Glory Paladin.webp"}],"features":[{"level":3,"name":"Oath of Glory","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.",{"type":"entries","name":"Tenets of Glory","entries":["The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.",{"type":"entries","name":"Actions over Words","entries":["Strive to be known by glorious deeds, not words."]},{"type":"entries","name":"Challenges Are but Tests","entries":["Face hardships with courage, and encourage your allies to face them with you."]},{"type":"entries","name":"Hone the Body","entries":["Like raw stone, your body must be worked so its potential can be realized."]},{"type":"entries","name":"Discipline the Soul","entries":["You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends."]}]},{"type":"entries","name":"Oath Spells","entries":["{@i 3rd-level Oath of Glory feature}","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.",{"type":"table","caption":"Oath of Glory Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell guiding bolt}, {@spell heroism}"],["5th","{@spell enhance ability}, {@spell magic weapon}"],["9th","{@spell haste}, {@spell protection from energy}"],["13th","{@spell compulsion}, {@spell freedom of movement}"],["17th","{@spell commune}, {@spell flame strike}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["{@i 3rd-level Oath of Glory feature}","You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.",{"type":"entries","name":"Peerless Athlete","entries":["As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength ({@skill Athletics}) and Dexterity ({@skill 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)."]},{"type":"entries","name":"Inspiring Smite","entries":["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 {@dice 2d8} + your level in this class, divided among the chosen creatures however you like."]}]}]},{"level":7,"name":"Aura of Alacrity","entries":["{@i 7th-level Oath of Glory feature}","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 {@condition 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."]},{"level":15,"name":"Glorious Defense","entries":["{@i 15th-level Oath of Glory feature}","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."]},{"level":20,"name":"Living Legend","entries":["{@i 20th-level Oath of Glory feature}","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:",{"type":"list","items":["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."]}]},{"name":"Oath of Glory","source":"XPHB","image":"classes/XPHB/Glory Paladin.webp","gallery":[{"path":"classes/XPHB/Glory Paladin.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Oath of Glory","entries":["{@i Strive for the Heights of Heroism}","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.","These paladins share the following tenets:",{"type":"list","items":["Endeavor to be known by your deeds.","Face hardships with courage.","Inspire others to strive for glory."]},{"type":"entries","name":"Oath of Glory Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Glory Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Guiding Bolt|XPHB}, {@spell Heroism|XPHB}"],["5th","{@spell Enhance Ability|XPHB}, {@spell Magic Weapon|XPHB}"],["9th","{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Compulsion|XPHB}, {@spell Freedom of Movement|XPHB}"],["17th","{@spell Legend Lore|XPHB}, {@spell Yolande's Regal Presence|XPHB}"]]}]},{"type":"entries","name":"Inspiring Smite","entries":["Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your Channel Divinity and distribute {@variantrule Temporary Hit Points|XPHB} to creatures of your choice within 30 feet of yourself, which can include you. The total number of {@variantrule Temporary Hit Points|XPHB} equals {@dice 2d8} plus your Paladin level, divided among the chosen creatures however you like."]},{"type":"entries","name":"Peerless Athlete","entries":["As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) and Dexterity ({@skill Acrobatics|XPHB}) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal)."]}]},{"level":7,"name":"Aura of Alacrity","entries":["Your Speed increases by 10 feet.","In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's {@variantrule Speed|XPHB} increases by 10 feet until the end of their next turn."]},{"level":15,"name":"Glorious Defense","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 take a {@variantrule Reaction|XPHB} 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 attack with a weapon against the attacker as part of this {@variantrule Reaction|XPHB} if 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 {@variantrule Long Rest|XPHB}."]},{"level":20,"name":"Living Legend","entries":["You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Charismatic","entries":["You are blessed with an otherworldly presence and have {@variantrule Advantage|XPHB} on all Charisma checks."]},{"type":"entries","name":"Saving Throw Reroll","entries":["If you fail a saving throw, you can take a {@variantrule Reaction|XPHB} to reroll it. You must use this new roll."]},{"type":"entries","name":"Unerring Strike","entries":["Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead."]}]}]},{"name":"Oath of Redemption","source":"XGE","image":"classes/XGE/Redemption Paladin.webp","gallery":[{"path":"classes/XGE/Redemption Paladin.webp"}],"features":[{"level":3,"name":"Oath of Redemption","entries":["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.","While 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.",{"type":"entries","name":"Tenets of Redemption","entries":["The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.",{"type":"entries","entries":[{"type":"entries","name":"Peace","entries":["Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace."]}]},{"type":"entries","entries":[{"type":"entries","name":"Innocence","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Patience","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Wisdom","entries":["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."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Redemption Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell sanctuary}, {@spell sleep}"],["5th","{@spell calm emotions}, {@spell hold person}"],["9th","{@spell counterspell}, {@spell hypnotic pattern}"],["13th","{@spell Otiluke's resilient sphere}, {@spell stoneskin}"],["17th","{@spell hold monster}, {@spell wall of force}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Emissary of Peace","entries":["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 ({@skill Persuasion}) checks for the next 10 minutes."]},{"type":"entries","name":"Rebuke the Violent","entries":["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":7,"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":15,"name":"Protective Spirit","entries":["Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to {@dice 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 {@condition incapacitated}."]},{"level":20,"name":"Emissary of Redemption","entries":["At 20th level, you become an avatar of peace, which gives you two benefits:",{"type":"list","items":["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."]},"If 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."]}]},{"name":"Oath of the Ancients","source":"PHB","features":[{"level":3,"name":"Oath of the Ancients","entries":["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.",{"type":"entries","name":"Tenets of the Ancients","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Kindle the Light","entries":["Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair."]}]},{"type":"entries","entries":[{"type":"entries","name":"Shelter the Light","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Preserve Your Own Light","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Be the Light","entries":["Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of the Ancients Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell ensnaring strike}, {@spell speak with animals}"],["5th","{@spell moonbeam}, {@spell misty step}"],["9th","{@spell plant growth}, {@spell protection from energy}"],["13th","{@spell ice storm}, {@spell stoneskin}"],["17th","{@spell commune with nature}, {@spell tree stride}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Nature's Wrath","entries":["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 {@condition restrained}. While {@condition 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."]},{"type":"entries","name":"Turn the Faithless","entries":["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 {@action 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 {@action 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":7,"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":15,"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":20,"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 moss-like, 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:",{"type":"list","items":["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."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of the Ancients","source":"XPHB","image":"classes/XPHB/Ancients Paladin.webp","gallery":[{"path":"classes/XPHB/Ancients Paladin.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Oath of the Ancients","entries":["{@i Preserve Life and Light in the World}","The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.","These paladins share the following tenets:",{"type":"list","items":["Kindle the light of hope.","Shelter life.","Delight in art and laughter."]},{"type":"entries","name":"Oath of the Ancients Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of the Ancients Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Ensnaring Strike|XPHB}, {@spell Speak with Animals|XPHB}"],["5th","{@spell Misty Step|XPHB}, {@spell Moonbeam|XPHB}"],["9th","{@spell Plant Growth|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Ice Storm|XPHB}, {@spell Stoneskin|XPHB}"],["17th","{@spell Commune with Nature|XPHB}, {@spell Tree Stride|XPHB}"]]}]},{"type":"entries","name":"Nature's Wrath","entries":["As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. A {@condition Restrained|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success."]}]},{"level":7,"name":"Aura of Warding","entries":["Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage while in your Aura of Protection."]},{"level":15,"name":"Undying Sentinel","entries":["When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead, and you regain a number of {@variantrule Hit Points|XPHB} equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","Additionally, you can't be aged magically, and you cease visibly aging."]},{"level":20,"name":"Elder Champion","entries":["As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Diminish Defiance","entries":["Enemies in the aura have {@variantrule Disadvantage|XPHB} on saving throws against your spells and Channel Divinity options."]},{"type":"entries","name":"Regeneration","entries":["At the start of each of your turns, you regain 10 {@variantrule Hit Points|XPHB}."]},{"type":"entries","name":"Swift Spells","entries":["Whenever you cast a spell that has a casting time of an action, you can cast it using a {@variantrule Bonus Action|XPHB} instead."]}]}]},{"name":"Oath of the Crown","source":"SCAG","features":[{"level":3,"name":"Oath of the Crown","entries":["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.",{"type":"entries","name":"Tenets of the Crown","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Law","entries":["The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected."]}]},{"type":"entries","entries":[{"type":"entries","name":"Loyalty","entries":["Your word is your bond. Without loyalty, oaths and laws are meaningless."]}]},{"type":"entries","entries":[{"type":"entries","name":"Courage","entries":["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?"]}]},{"type":"entries","entries":[{"type":"entries","name":"Responsibility","entries":["You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of the Crown Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell command}, {@spell compelled duel}"],["5th","{@spell warding bond}, {@spell zone of truth}"],["9th","{@spell aura of vitality}, {@spell spirit guardians}"],["13th","{@spell banishment}, {@spell guardian of faith}"],["17th","{@spell circle of power}, {@spell geas}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Champion Challenge","entries":["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 {@condition incapacitated} or die or if the creature is more than 30 feet away from you."]},{"type":"entries","name":"Turn the Tide","entries":["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 {@dice 1d6} + your Charisma modifier (minimum of 1) if it has no more than half of its hit points."]}]}]},{"level":7,"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":15,"name":"Unyielding Spirit","entries":["Starting at 15th level, you have advantage on saving throws to avoid becoming {@condition paralyzed} or {@condition stunned}."]},{"level":20,"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:",{"type":"list","items":["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 {@condition incapacitated} or die. Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of the Noble Genies","source":"FRHoF","image":"classes/FRHoF/Genie Paladin.webp","gallery":[{"path":"classes/FRHoF/Genie Paladin.webp"}],"features":[{"level":3,"name":"Oath of the Noble Genies","entries":["{@i Brandish the Elemental Splendor of Genies}","Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.","Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:",{"type":"list","page":5,"items":["Sow the seeds of creation amid the ashes of destruction.","Lead with splendor and grace.","Respect the elements, and fear their wrath."]},{"type":"entries","name":"Elemental Smite","entries":["Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your {@classFeature Channel Divinity|Paladin|XPHB|3|XPHB} and invoke one of the following effects.",{"type":"entries","name":"Dao's Crush","entries":["Earth rises up around the target of your Divine Smite. The target has the {@condition Grappled|XPHB} condition (escape DC equal to your spell save DC). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition."]},{"type":"entries","name":"Djinni's Escape","entries":["You {@variantrule Teleportation|XPHB|teleport} to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage, and you have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions."]},{"type":"entries","name":"Efreeti's Fury","entries":["The target of your Divine Smite takes an extra {@damage 2d4} Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes {@damage 2d4} Fire damage."]},{"type":"entries","name":"Marid's Surge","entries":["The target of your Divine Smite and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the {@condition Prone|XPHB} condition."]}]},{"type":"entries","name":"Genie Spells","entries":["When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Chromatic Orb|XPHB}, {@spell Elementalism|XPHB}, {@spell Thunderous Smite|XPHB}"],["5","{@spell Mirror Image|XPHB}, {@spell Phantasmal Force|XPHB}"],["9","{@spell Fly|XPHB}, {@spell Gaseous Form|XPHB}"],["13","{@spell Conjure Minor Elementals|XPHB}, {@spell Summon Elemental|XPHB}"],["17","{@spell Banishing Smite|XPHB}, {@spell Contact Other Plane|XPHB}"]]}]},{"type":"entries","name":"Genie's Splendor","entries":["When you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.","You also gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":7,"name":"Aura of Elemental Shielding","entries":["Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have {@variantrule Resistance|XPHB} to that damage type while in your Aura of Protection.","At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required)."]},{"level":15,"name":"Elemental Rebuke","entries":["When you are hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to {@dice 2d10} plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.","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 {@variantrule Long Rest|XPHB}."]},{"level":20,"name":"Noble Scion","entries":["As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Flight","page":5,"entries":["You have a {@variantrule Fly Speed|XPHB} of 60 feet and can hover."]},{"type":"entries","name":"Minor Wish","page":5,"entries":["When you or an ally in your {@classFeature Aura of Protection|Paladin|XPHB|6|XPHB} fails a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to make the {@variantrule D20 Test|XPHB} succeed instead."]}]}]},{"name":"Oath of the Watchers","source":"TCE","image":"classes/TCE/Watchers Paladin.webp","gallery":[{"path":"classes/TCE/Watchers Paladin.webp"}],"features":[{"level":3,"name":"Oath of the Watchers","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.",{"type":"entries","name":"Tenets of the Watchers","entries":["A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.",{"type":"entries","name":"Vigilance","entries":["The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption."]},{"type":"entries","name":"Loyalty","entries":["Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty."]},{"type":"entries","name":"Discipline","entries":["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."]}]},{"type":"entries","name":"Oath Spells","entries":["{@i 3rd-level Oath of the Watchers feature}","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.",{"type":"table","caption":"Oath of the Watchers Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell alarm}, {@spell detect magic}"],["5th","{@spell moonbeam}, {@spell see invisibility}"],["9th","{@spell counterspell}, {@spell nondetection}"],["13th","{@spell aura of purity}, {@spell banishment}"],["17th","{@spell hold monster}, {@spell scrying}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["{@i 3rd-level Oath of the Watchers feature}","You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.",{"type":"entries","name":"Watcher's Will","entries":["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."]},{"type":"entries","name":"Abjure the Extraplanar","entries":["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 {@action 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 {@action Dodge} action."]}]}]},{"level":7,"name":"Aura of the Sentinel","entries":["{@i 7th-level Oath of the Watchers feature}","You emit an aura of alertness while you aren't {@condition 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."]},{"level":15,"name":"Vigilant Rebuke","entries":["{@i 15th-level Oath of the Watchers feature}","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 {@damage 2d8} + your Charisma modifier force damage to the creature that forced the saving throw."]},{"level":20,"name":"Mortal Bulwark","entries":["{@i 20th-level Oath of the Watchers feature}","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:",{"type":"list","items":["You gain {@sense 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."]}]},{"name":"Oath of Vengeance","source":"PHB","features":[{"level":3,"name":"Oath of Vengeance","entries":["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.",{"type":"entries","name":"Tenets of Vengeance","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Fight the Greater Evil","entries":["Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil."]}]},{"type":"entries","entries":[{"type":"entries","name":"No Mercy for the Wicked","entries":["Ordinary foes might win my mercy, but my sworn enemies do not."]}]},{"type":"entries","entries":[{"type":"entries","name":"By Any Means Necessary","entries":["My qualms can't get in the way of exterminating my foes."]}]},{"type":"entries","entries":[{"type":"entries","name":"Restitution","entries":["If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds."]}]}]},{"type":"entries","name":"Oath Spells","entries":["You gain oath spells at the paladin levels listed.",{"type":"table","caption":"Oath of Vengeance Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell bane}, {@spell hunter's mark}"],["5th","{@spell hold person}, {@spell misty step}"],["9th","{@spell haste}, {@spell protection from energy}"],["13th","{@spell banishment}, {@spell dimension door}"],["17th","{@spell hold monster}, {@spell scrying}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["When you take this oath at 3rd level, you gain the following two Channel Divinity options.",{"type":"entries","name":"Abjure Enemy","entries":["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 {@condition frightened}. Fiends and undead have disadvantage on this saving throw.","On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition 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."]},{"type":"entries","name":"Vow of Enmity","entries":["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 {@condition unconscious}."]}]}]},{"level":7,"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":15,"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":20,"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:",{"type":"list","items":["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 {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage."]},"Once you use this feature, you can't use it again until you finish a long rest."]}]},{"name":"Oath of Vengeance","source":"XPHB","image":"classes/XPHB/Vengeance Paladin.webp","gallery":[{"path":"classes/XPHB/Vengeance Paladin.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Oath of Vengeance","entries":["{@i Punish Evildoers at Any Cost}","The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.","These paladins share the following tenets:",{"type":"list","items":["Show the wicked no mercy.","Fight injustice and its causes.","Aid those harmed by injustice."]},{"type":"entries","name":"Oath of Vengeance Spells","entries":["The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Oath of Vengeance Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Bane|XPHB}, {@spell Hunter's Mark|XPHB}"],["5th","{@spell Hold Person|XPHB}, {@spell Misty Step|XPHB}"],["9th","{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}"],["13th","{@spell Banishment|XPHB}, {@spell Dimension Door|XPHB}"],["17th","{@spell Hold Monster|XPHB}, {@spell Scrying|XPHB}"]]}]},{"type":"entries","name":"Vow of Enmity","entries":["When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have {@variantrule Advantage|XPHB} on attack rolls against the creature for 1 minute or until you use this feature again.","If the creature drops to 0 {@variantrule Hit Points|XPHB} before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required)."]}]},{"level":7,"name":"Relentless Avenger","entries":["Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an {@action Opportunity Attack|XPHB}, you can reduce the creature's {@variantrule Speed|XPHB} to 0 until the end of the current turn. You can then move up to half your {@variantrule Speed|XPHB} as part of the same {@variantrule Reaction|XPHB}. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"level":15,"name":"Soul of Vengeance","entries":["Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a {@variantrule Reaction|XPHB} to make a melee attack against that creature if it's within range."]},{"level":20,"name":"Avenging Angel","entries":["As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).",{"type":"entries","name":"Flight","entries":["You sprout spectral wings on your back, have a {@variantrule Fly Speed|XPHB} of 60 feet, and can hover."]},{"type":"entries","name":"Frightful Aura","entries":["Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. {@action Attack|XPHB} rolls against the {@condition Frightened|XPHB} creature have {@variantrule Advantage|XPHB}."]}]}]},{"name":"Oathbreaker","source":"DMG","features":[{"level":3,"name":"Oathbreaker","entries":["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.","A 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.",{"type":"entries","name":"Oathbreaker Spells","entries":["You gain oathbreaker spells at the paladin levels listed.",{"type":"table","caption":"Oathbreaker Spells","colLabels":["Paladin Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell hellish rebuke}, {@spell inflict wounds}"],["5th","{@spell crown of madness}, {@spell darkness}"],["9th","{@spell animate dead}, {@spell bestow curse}"],["13th","{@spell blight}, {@spell confusion}"],["17th","{@spell contagion}, {@spell dominate person}"]]}]},{"type":"entries","name":"Channel Divinity","entries":["An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.",{"type":"entries","name":"Control Undead","entries":["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."]},{"type":"entries","name":"Dreadful Aspect","entries":["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 {@condition frightened} of the paladin for 1 minute. If a creature {@condition 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":7,"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":15,"name":"Supernatural Resistance","entries":["At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons."]},{"level":20,"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 {@condition frightened} by the paladin starts its turn in the aura, it takes {@damage 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 {@damage 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."]}]}],"lore":[{"name":"Paladin","type":"section","entries":["Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.","A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.","Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.","Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.",{"type":"entries","name":"The Cause of Righteousness","entries":["A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.","Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice."]},{"type":"entries","name":"Beyond the Mundane Life","entries":["Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.","Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion."]},{"type":"entries","name":"Creating a Paladin","entries":["The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.","How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.","As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.",{"type":"entries","name":"Quick Build","entries":["You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the {@background noble} background."]}]}],"page":82,"source":"PHB"},{"type":"section","entries":[{"type":"quote","entries":["The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice."],"by":"Isteval"},"A paladin is a living embodiment of an oath—a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.","Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.","You can flesh out your paladin character by using the suggestions below. It's important to keep in mind that most paladins aren't robots. They have doubts and prejudices and harbor contradictory thoughts just as any other character does. Some are compelled by an internal motivation that might sometimes be at odds with the principles of their oaths.",{"type":"quote","entries":["Living up to an oath? That sounds ridiculous. Why would anyone ever do that? There's nothing wrong with making promises, but only suckers keep them."],"by":"Xanathar"},{"type":"entries","name":"Personal Goal","entries":["The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.","If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.",{"type":"table","caption":"Personal Goal","colLabels":["{@dice d6}","Personal Goal"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Peace. You fight so that future generations will not have to."],[{"type":"cell","roll":{"exact":2}},"Revenge. Your oath is the vehicle through which you will right an ancient wrong."],[{"type":"cell","roll":{"exact":3}},"Duty. You will live up to what you have sworn to do, or die trying."],[{"type":"cell","roll":{"exact":4}},"Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others."],[{"type":"cell","roll":{"exact":5}},"Faith. You know your path is righteous, or else the gods would not have set you upon it."],[{"type":"cell","roll":{"exact":6}},"Glory. You will lead the world into a grand new era, one that will be branded with your name."]]}]},{"type":"entries","name":"Symbol","entries":["Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.","Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.",{"type":"table","caption":"Symbol","colLabels":["{@dice d6}","Symbol"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A dragon, emblematic of your nobility in peace and your ferocity in combat"],[{"type":"cell","roll":{"exact":2}},"A clenched fist, because you are always ready to fight for your beliefs"],[{"type":"cell","roll":{"exact":3}},"An upraised open hand, indicating your preference for diplomacy over combat"],[{"type":"cell","roll":{"exact":4}},"A red heart, showing the world your commitment to justice"],[{"type":"cell","roll":{"exact":5}},"A black heart, signifying that emotions such as pity do not sway your dedication to your oath"],[{"type":"cell","roll":{"exact":6}},"An unblinking eye, meaning that you are ever alert to all threats against your cause"]]}]},{"type":"entries","name":"Nemesis","entries":["Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.","Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?",{"type":"table","caption":"Nemesis","colLabels":["{@dice d6}","Nemesis"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A mighty orc war chief who threatens to overrun and destroy everything you hold sacred"],[{"type":"cell","roll":{"exact":2}},"A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate"],[{"type":"cell","roll":{"exact":3}},"A dragon whose servants dog your steps"],[{"type":"cell","roll":{"exact":4}},"A high priest who sees you as a misguided fool and wants you to abandon your religion"],[{"type":"cell","roll":{"exact":5}},"A rival paladin who trained with you but became an oath-breaker and holds you responsible"],[{"type":"cell","roll":{"exact":6}},"A vampire who has sworn revenge against all paladins after being defeated by one"]]}]},{"type":"entries","name":"Temptation","entries":["Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.","What is the temptation that your character succumbs to or finds it difficult to resist?",{"type":"table","caption":"Temptation","colLabels":["{@dice d6}","Temptation"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you'll regret."],[{"type":"cell","roll":{"exact":2}},"Pride. Your deeds are noteworthy, and no one takes note of them more often than you."],[{"type":"cell","roll":{"exact":3}},"Lust. You can't resist an attractive face and a pleasant smile."],[{"type":"cell","roll":{"exact":4}},"Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs."],[{"type":"cell","roll":{"exact":5}},"Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory."],[{"type":"cell","roll":{"exact":6}},"Greed. Regardless of how much glory and treasure you amass, it's never enough for you."]]}]}],"source":"XGE","page":36}],"gallery":[{"path":"classes/PHB/Paladin.webp"}],"hidden":true,"otherVersions":[{"id":"paladin","source":"XPHB"}]},{"id":"ranger","name":"Ranger","source":"XPHB","page":118,"srd":true,"image":"classes/XPHB/Ranger.webp","hitDie":"d10","primaryAbility":"Dexterity and Wisdom","savingThrows":"Strength, Dexterity","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple, Martial · Skills: choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Ranger Subclass","table":{"headers":["Level","Prof. Bonus","Features","Favored Enemy","Prepared Spells","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Spellcasting, Favored Enemy, Weapon Mastery","2","2","2","-","-","-","-"],["2","+2","Deft Explorer, Fighting Style","2","3","2","-","-","-","-"],["3","+2","Ranger Subclass","2","4","3","-","-","-","-"],["4","+2","Ability Score Improvement","2","5","3","-","-","-","-"],["5","+3","Extra Attack","3","6","4","2","-","-","-"],["6","+3","Roving","3","6","4","2","-","-","-"],["7","+3","Subclass Feature","3","7","4","3","-","-","-"],["8","+3","Ability Score Improvement","3","7","4","3","-","-","-"],["9","+4","Expertise","4","9","4","3","2","-","-"],["10","+4","Tireless","4","9","4","3","2","-","-"],["11","+4","Subclass Feature","4","10","4","3","3","-","-"],["12","+4","Ability Score Improvement","4","10","4","3","3","-","-"],["13","+5","Relentless Hunter","5","11","4","3","3","1","-"],["14","+5","Nature's Veil","5","11","4","3","3","1","-"],["15","+5","Subclass Feature","5","12","4","3","3","2","-"],["16","+5","Ability Score Improvement","5","12","4","3","3","2","-"],["17","+6","Precise Hunter","6","14","4","3","3","3","1"],["18","+6","Feral Senses","6","14","4","3","3","3","1"],["19","+6","Epic Boon","6","15","4","3","3","3","2"],["20","+6","Foe Slayer","6","15","4","3","3","3","2"]]},"features":[{"level":1,"name":"Spellcasting","entries":["You have learned to channel the magical essence of nature to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the {@filter Ranger spell list|spells|class=Ranger} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Ranger spells|spells|class=Ranger|level=1}. {@spell Cure Wounds|XPHB} and {@spell Ensnaring Strike|XPHB} are recommended.","The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.","If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Ranger spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your Ranger spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Ranger spells."]}]}]},{"level":1,"name":"Favored Enemy","entries":["You always have the {@spell Hunter's Mark|XPHB} spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a {@variantrule Long Rest|XPHB}.","The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table."]},{"level":1,"name":"Weapon Mastery","entries":["Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longbow|XPHB|Longbows} and {@item Shortsword|XPHB|Shortswords}.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Longsword|XPHB|Longswords}."]},{"level":2,"name":"Deft Explorer","entries":["Thanks to your travels, you gain the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Expertise","entries":["Choose one of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in that skill."]},{"type":"entries","name":"Languages","entries":["You know two languages of your choice from the language tables in {@book chapter 2|XPHB|2|Choose Languages}."]}]}]},{"level":2,"name":"Fighting Style","entries":["You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.",{"type":"entries","entries":[{"type":"refFeat","feat":"Druidic Warrior|XPHB"}]}]},{"level":3,"name":"Ranger Subclass","entries":["You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16."]},{"level":5,"name":"Extra Attack","entries":["You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn."]},{"level":6,"name":"Roving","entries":["Your {@variantrule Speed|XPHB} increases by 10 feet while you aren't wearing Heavy armor. You also have a {@variantrule Climb Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"level":7,"name":"Subclass Feature","entries":["You gain a feature from your Ranger Subclass."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Expertise","entries":["Choose two of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in those skills."]},{"level":10,"name":"Tireless","entries":["Primal forces now help fuel you on your journeys, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Temporary Hit Points","entries":["As a {@action Magic|XPHB} action, you can give yourself a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Decrease Exhaustion","entries":["Whenever you finish a {@variantrule Short Rest|XPHB}, your {@condition Exhaustion|XPHB} level, if any, decreases by 1."]}]}]},{"level":11,"name":"Subclass Feature","entries":["You gain a feature from your Ranger Subclass."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Relentless Hunter","entries":["Taking damage can't break your {@status Concentration|XPHB} on Hunter's Mark."]},{"level":14,"name":"Nature's Veil","entries":["You invoke spirits of nature to magically hide yourself. As a {@variantrule Bonus Action|XPHB}, you can give yourself the {@condition Invisible|XPHB} condition until the end of your next turn.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Subclass Feature","entries":["You gain a feature from your Ranger Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Precise Hunter","entries":["You have {@variantrule Advantage|XPHB} on attack rolls against the creature currently marked by your Hunter's Mark."]},{"level":18,"name":"Feral Senses","entries":["Your connection to the forces of nature grants you {@sense Blindsight|XPHB} with a range of 30 feet."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended."]},{"level":20,"name":"Foe Slayer","entries":["The damage die of your Hunter's Mark is a {@damage d10} rather than a {@damage d6}."]}],"subclasses":[{"name":"Beast Master","source":"PHB","features":[{"level":3,"name":"Beast Master","entries":["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.",{"type":"entries","name":"Ranger's Companion","entries":["You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a {@filter beast that is no larger than Medium and that has a challenge rating of 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|size=f;d;t;s;m|miscellaneous=!swarm}. 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. Like any creature, the beast can spend Hit Dice during a short rest.","The beast obeys your commands as best as it can. It takes its turn on your initiative. 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 {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.","If you are {@condition 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.","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 a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements."]},{"type":"entries","name":"Primal Companion","entries":["{@i 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature}","You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—{@creature Beast of the Land|TCE}, {@creature Beast of the Sea|TCE}, or {@creature Beast of the Sky|TCE}—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.","In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the {@action 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. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.","If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.","When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die."]}]},{"level":7,"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 {@action Dash}, {@action Disengage}, or {@action 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":11,"name":"Bestial Fury","entries":["Starting at 11th level, when you command your beast companion to take the {@action Attack} action, the beast can make two attacks, or it can take the Multiattack action if it has that action."]},{"level":15,"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."]}]},{"name":"Beast Master","source":"XPHB","image":"classes/XPHB/Beast Master Ranger.webp","gallery":[{"path":"classes/XPHB/Beast Master Ranger.webp","credit":"Alditha Siregar"}],"features":[{"level":3,"name":"Beast Master","entries":["{@i Bond with a Primal Beast}","A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.",{"type":"entries","name":"Primal Companion","entries":["You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: {@creature Beast of the Land|XPHB}, {@creature Beast of the Sea|XPHB}, or {@creature Beast of the Sky|XPHB}. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.","The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.",{"type":"entries","entries":[{"type":"entries","name":"The Beast in Combat","entries":["In combat, the beast acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack|XPHB} action to command the beast to take the Beast's Strike action. If you have the {@condition Incapacitated|XPHB} condition, the beast acts on its own and isn't limited to the {@action Dodge|XPHB} action."]},{"type":"entries","name":"Restoring or Replacing the Beast","entries":["If the beast has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears."]}]}]}]},{"level":7,"name":"Exceptional Training","entries":["When you take a {@variantrule Bonus Action|XPHB} to command your Primal Companion beast to take an action, you can also command it to take the {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Dodge|XPHB}, or {@action Help|XPHB} action using its {@variantrule Bonus Action|XPHB}.","In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type."]},{"level":11,"name":"Bestial Fury","entries":["When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.","In addition, the first time each turn it hits a creature under the effect of your {@spell Hunter's Mark|XPHB} spell, the beast deals extra Force damage equal to the bonus damage of that spell."]},{"level":15,"name":"Share Spells","entries":["When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you."]}]},{"name":"Drakewarden","source":"FTD","image":"classes/FTD/Drakewarden Ranger.webp","gallery":[{"path":"classes/FTD/Drakewarden Ranger.webp"}],"features":[{"level":3,"name":"Drakewarden","entries":["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. Along the way, you gain an increasing share of the awe-inspiring power of dragons.","Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.",{"type":"table","caption":"Drakewarden Origin","colLabels":["d6","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic."],["2","A secret order of rangers who collect and guard draconic lore taught you their ways."],["3","A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone."],["4","You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power."],["5","An ancient Draconic inscription on a standing stone empowered you when you read it aloud."],["6","You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you."]]},{"type":"entries","name":"Draconic Gift","entries":["{@i 3rd-level Drakewarden feature}","The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Thaumaturgy","entry":"You learn the {@spell thaumaturgy} cantrip, which is a ranger spell for you."},{"type":"item","name":"Tongue of Dragons","entry":"You learn to speak, read, and write Draconic or one other language of your choice."}]}]},{"type":"entries","name":"Drake Companion","entries":["{@i 3rd-level Drakewarden feature}","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 {@creature Drake Companion|FTD} 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 {@action 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 {@condition incapacitated}, the drake can take any action of its choice, not just {@action 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."]}]},{"level":7,"name":"Bond of Fang and Scale","entries":["{@i 7th-level Drakewarden feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Drake Mount","entries":["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."]},{"type":"item","name":"Magic Fang","entries":["The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for the drake's Draconic Essence."]},{"type":"item","name":"Resistance","entries":["You gain resistance to the damage type chosen for the drake's Draconic Essence."]}]}]},{"level":11,"name":"Drake's Breath","entries":["{@i 11th-level Drakewarden feature}","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 {@damage 8d6} damage on a failed save, or half as much damage on a successful one.","This damage increases to {@damage 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."]},{"level":15,"name":"Perfected Bond","entries":["{@i 15th-level Drakewarden feature}","Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Empowered Bite","entries":["The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for its Draconic Essence (for a total of {@damage 2d6} extra damage)."]},{"type":"item","name":"Large Drake","entries":["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."]},{"type":"item","name":"Reflexive Resistance","entries":["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."]}]}]}]},{"name":"Fey Wanderer","source":"TCE","image":"classes/TCE/Fey Wanderer Ranger.webp","gallery":[{"path":"classes/TCE/Fey Wanderer Ranger.webp"}],"features":[{"level":3,"name":"Fey Wanderer","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.",{"type":"entries","name":"Dreadful Strikes","entries":["{@i 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 {@damage 1d4} psychic damage to the target, which can take this extra damage only once per turn.","The extra damage increases to {@damage 1d6} when you reach 11th level in this class."]},{"type":"entries","name":"Fey Wanderer Magic","entries":["{@i 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","{@spell charm person}"],["5th","{@spell misty step}"],["9th","{@spell dispel magic}"],["13th","{@spell dimension door}"],["17th","{@spell 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."]]}]},{"type":"entries","name":"Otherworldly Glamour","entries":["{@i 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: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}."]}]},{"level":7,"name":"Beguiling Twist","entries":["{@i 7th-level Fey Wanderer feature}","The magic of the Feywild guards your mind. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.","In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being {@condition charmed} or {@condition 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 {@condition charmed} or {@condition 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."]},{"level":11,"name":"Fey Reinforcements","entries":["{@i 11th-level Fey Wanderer feature}","The royal courts of the Feywild have blessed you with the assistance of fey beings: you know {@spell summon fey|tce}. 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 {@status concentration}. If you do so, the spell's duration becomes 1 minute for that casting."]},{"level":15,"name":"Misty Wanderer","entries":["{@i 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 {@spell 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 {@i 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."]}]},{"name":"Fey Wanderer","source":"XPHB","image":"classes/XPHB/Fey Wanderer Ranger.webp","gallery":[{"path":"classes/XPHB/Fey Wanderer Ranger.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Fey Wanderer","entries":["{@i Wield Fey Mirth and Fury}","A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. 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.",{"type":"entries","name":"Dreadful Strikes","entries":["You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to {@damage 1d6} when you reach Ranger level 11."]},{"type":"entries","name":"Fey Wanderer Spells","entries":["When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Fey Wanderer Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Charm Person|XPHB}"],["5th","{@spell Misty Step|XPHB}"],["9th","{@spell Summon Fey|XPHB}"],["13th","{@spell Dimension Door|XPHB}"],["17th","{@spell Mislead|XPHB}"]]},"You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.",{"type":"table","caption":"Feywild Gifts","colLabels":["1d6","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Illusory butterflies flutter around you while you take a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."],["2","Flowers bloom 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 each dawn."]]}]},{"type":"entries","name":"Otherworldly Glamour","entries":["Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).","You also gain proficiency in one of these skills of your choice: {@skill Deception|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":7,"name":"Beguiling Twist","entries":["The magic of the Feywild guards your mind. You have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.","In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is {@condition Charmed|XPHB} or {@condition Frightened|XPHB} (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."]},{"level":11,"name":"Fey Reinforcements","entries":["You can cast {@spell Summon Fey|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.","Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting."]},{"level":15,"name":"Misty Wanderer","entries":["You can cast {@spell Misty Step|XPHB} 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 {@variantrule Long Rest|XPHB}.","In addition, whenever you cast {@spell Misty Step|XPHB}, 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 within 5 feet of your destination space."]}]},{"name":"Gloom Stalker","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Gloom Stalker","entries":["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.",{"type":"entries","name":"Gloom Stalker Magic","entries":["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.",{"type":"table","caption":"Gloom Stalker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell disguise self}"],["5th","{@spell rope trick}"],["9th","{@spell fear}"],["13th","{@spell greater invisibility}"],["17th","{@spell seeming}"]]}]},{"type":"entries","name":"Dread Ambusher","entries":["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 {@action 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 {@damage 1d8} damage of the weapon's damage type."]},{"type":"entries","name":"Umbral Sight","entries":["At 3rd level, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet.","You are also adept at evading creatures that rely on {@sense darkvision}. While in darkness, you are {@condition invisible} to any creature that relies on {@sense darkvision} to see you in that darkness."]}]},{"level":7,"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":11,"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":15,"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."]}]},{"name":"Gloom Stalker","source":"XPHB","image":"classes/XPHB/Gloom Stalker Ranger.webp","gallery":[{"path":"classes/XPHB/Gloom Stalker Ranger.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Gloom Stalker","entries":["{@i Draw on Shadow Magic to Fight Your Foes}","Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.",{"type":"entries","name":"Dread Ambusher","entries":["You have mastered the art of creating fearsome ambushes, granting you the following benefits.",{"type":"entries","name":"Ambusher's Leap","entries":["At the start of your first turn of each combat, your {@variantrule Speed|XPHB} increases by 10 feet until the end of that turn."]},{"type":"entries","name":"Dreadful Strike","entries":["When you attack a creature and hit it with a weapon, you can deal an extra {@damage 2d6} Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Initiative Bonus","entries":["When you roll {@variantrule Initiative|XPHB}, you can add your Wisdom modifier to the roll."]}]},{"type":"entries","name":"Gloom Stalker Spells","entries":["When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Gloom Stalker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Disguise Self|XPHB}"],["5th","{@spell Rope Trick|XPHB}"],["9th","{@spell Fear|XPHB}"],["13th","{@spell Greater Invisibility|XPHB}"],["17th","{@spell Seeming|XPHB}"]]}]},{"type":"entries","name":"Umbral Sight","entries":["You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB} when you gain this feature, its range increases by 60 feet.","You are also adept at evading creatures that rely on {@sense Darkvision|XPHB}. While entirely in {@variantrule Darkness|XPHB}, you have the {@condition Invisible|XPHB} condition to any creature that relies on {@sense Darkvision|XPHB} to see you in that {@variantrule Darkness|XPHB}."]}]},{"level":7,"name":"Iron Mind","entries":["You have honed your ability to resist mind-altering powers. 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":11,"name":"Stalker's Flurry","entries":["The Psychic damage of your Dreadful Strike becomes {@damage 2d8}. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.",{"type":"entries","name":"Sudden Strike","entries":["You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range."]},{"type":"entries","name":"Mass Fear","entries":["The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn."]}]},{"level":15,"name":"Shadowy Dodge","entries":["When a creature makes an attack roll against you, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see."]}]},{"name":"Hollow Warden","source":"RHW","image":"classes/RHW/Hollow Warden Ranger.webp","gallery":[{"path":"classes/RHW/Hollow Warden Ranger.webp","title":"Hollow Warden Ranger","credit":"Audy Ravindra"}],"features":[{"level":3,"name":"Hollow Warden","entries":["{@i Draw on the Might of Ancient Wild Terrors}","Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.",{"type":"entries","name":"Hollow Warden Spells","entries":["When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.",{"type":"table","caption":"Hollow Warden Spells","colLabels":["Ranger Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Wrathful Smite|XPHB}"],["5","{@spell Alter Self|XPHB}"],["9","{@spell Phantom Steed|XPHB}"],["13","{@spell Dominate Beast|XPHB}"],["17","{@spell Steel Wind Strike|XPHB}"]]}]},{"type":"entries","name":"Wrath of the Wild","entries":["You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Favored {@variantrule Enemy|XPHB} to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the {@condition Incapacitated|XPHB} condition, die, or end the transformation (no action required).",{"type":"entries","name":"Ancient Armor","entries":["You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11."]},{"type":"entries","name":"Prowling Retribution","entries":["Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an {@action Opportunity Attack|XPHB} against that creature."]},{"type":"entries","name":"Unnerving Aura","entries":["When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn."]}]}]},{"level":7,"name":"Hungering Might","entries":["You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).","In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to {@dice 1d10} plus your Wisdom modifier, provided you are {@status Bloodied|XPHB} when you hit."]},{"level":11,"name":"Rot and Violence","entries":["Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.",{"type":"entries","name":"Menacing Aura","entries":["When a creature fails its saving throw against your Unnerving Aura, it also can't regain {@variantrule Hit Points|XPHB} or take {@variantrule Reaction|XPHB|Reactions} until the start of your next turn."]},{"type":"entries","name":"Strangling Roots","entries":["When you hit a creature with an attack roll using a weapon, you can activate the {@itemMastery Sap} or {@itemMastery Slow} mastery property in addition to a different mastery property you're using with that weapon."]}]},{"level":15,"name":"Ancient Might","entries":["You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.",{"type":"entries","name":"Ominous Strikes","entries":["When you hit a creature that has the {@condition Frightened|XPHB} condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier."]},{"type":"entries","name":"Persistent Wrath","entries":["If you're reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature."]},{"type":"entries","name":"Timeless","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition."]}]}]},{"name":"Horizon Walker","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Horizon Walker","entries":["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.",{"type":"entries","name":"Horizon Walker Magic","entries":["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.",{"type":"table","caption":"Horizon Walker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}"],["5th","{@spell misty step}"],["9th","{@spell haste}"],["13th","{@spell banishment}"],["17th","{@spell teleportation circle}"]]}]},{"type":"entries","name":"Detect Portal","entries":["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."]},{"type":"entries","name":"Planar Warrior","entries":["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 {@damage 1d8} force damage from the attack. When you reach 11th level in this class, the extra damage increases to {@damage 2d8}."]}]},{"level":7,"name":"Ethereal Step","entries":["At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the {@spell 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":11,"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 {@action 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":15,"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."]}]},{"name":"Hunter","source":"PHB","features":[{"level":3,"name":"Hunter","entries":["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.",{"type":"entries","name":"Hunter's Prey","entries":["At 3rd level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Colossus Slayer","entries":["Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@damage 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn."]},{"type":"entries","name":"Giant Killer","entries":["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."]},{"type":"entries","name":"Horde Breaker","entries":["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":7,"name":"Defensive Tactics","entries":["At 7th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Escape the Horde","entries":["Opportunity attacks against you are made with disadvantage."]},{"type":"entries","name":"Multiattack Defense","entries":["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."]},{"type":"entries","name":"Steel Will","entries":["You have advantage on saving throws against being {@condition frightened}."]}]}]},{"level":11,"name":"Multiattack","entries":["At 11th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Volley","entries":["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."]},{"type":"entries","name":"Whirlwind Attack","entries":["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":15,"name":"Superior Hunter's Defense","entries":["At 15th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Evasion","entries":["You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a {@spell 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."]},{"type":"entries","name":"Stand Against the Tide","entries":["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."]},{"type":"entries","name":"Uncanny Dodge","entries":["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":"Hunter","source":"XPHB","image":"classes/XPHB/Hunter Ranger.webp","gallery":[{"path":"classes/XPHB/Hunter Ranger.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Hunter","entries":["{@i Protect Nature and People from Destruction}","You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.",{"type":"entries","name":"Hunter's Prey","entries":["You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.",{"type":"entries","entries":[{"type":"entries","name":"Colossus Slayer","entries":["Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra {@damage 1d8} damage to the target if it's missing any of its {@variantrule Hit Points|XPHB}. You can deal this extra damage only once per turn."]},{"type":"entries","name":"Horde Breaker","entries":["Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn."]}]}]},{"type":"entries","name":"Hunter's Lore","entries":["You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."]}]},{"level":7,"name":"Defensive Tactics","entries":["You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.",{"type":"entries","entries":[{"type":"entries","name":"Escape the Horde","entries":["{@action Opportunity Attack|XPHB|Opportunity Attacks} have {@variantrule Disadvantage|XPHB} against you."]},{"type":"entries","name":"Multiattack Defense","entries":["When a creature hits you with an attack roll, that creature has {@variantrule Disadvantage|XPHB} on all other attack rolls against you this turn."]}]}]},{"level":11,"name":"Superior Hunter's Prey","entries":["Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature."]},{"level":15,"name":"Superior Hunter's Defense","entries":["When you take damage, you can take a {@variantrule Reaction|XPHB} to give yourself {@variantrule Resistance|XPHB} to that damage and any other damage of the same type until the end of the current turn."]}]},{"name":"Monster Slayer","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Monster Slayer","entries":["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.",{"type":"entries","name":"Monster Slayer Magic","entries":["Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.",{"type":"table","caption":"Monster Slayer Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}"],["5th","{@spell zone of truth}"],["9th","{@spell magic circle}"],["13th","{@spell banishment}"],["17th","{@spell hold monster}"]]}]},{"type":"entries","name":"Hunter's Sense","entries":["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."]},{"type":"entries","name":"Slayer's Prey","entries":["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 {@damage 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":7,"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 {@dice 1d6} to your roll."]},{"level":11,"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":15,"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."]}]},{"name":"Swarmkeeper","source":"TCE","image":"classes/TCE/Swarmkeeper Ranger.webp","gallery":[{"path":"classes/TCE/Swarmkeeper Ranger.webp"}],"features":[{"level":3,"name":"Swarmkeeper","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.",{"type":"entries","name":"Gathered Swarm","entries":["{@i 3rd-level Swarmkeeper feature}","A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, 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.",{"type":"table","caption":"Swarm Appearance","colLabels":["d4","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"list","items":["The attack's target takes {@damage 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."]},{"type":"inset","name":"It's Your Swarm","entries":["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 {@spell 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!"]}]},{"type":"entries","name":"Swarmkeeper Magic","entries":["{@i 3rd-level Swarmkeeper feature}","You learn the {@spell 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.",{"type":"table","caption":"Swarmkeeper Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell faerie fire}"],["5th","{@spell web}"],["9th","{@spell gaseous form}"],["13th","{@spell arcane eye}"],["17th","{@spell insect plague}"]]}]}]},{"level":7,"name":"Writhing Tide","entries":["{@i 7th-level Swarmkeeper feature}","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 {@condition 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."]},{"level":11,"name":"Mighty Swarm","entries":["{@i 11th-level Swarmkeeper feature}","Your Gathered Swarm grows mightier in the following ways:",{"type":"list","items":["The damage of Gathered Swarm increases to {@damage 1d8}.","If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature {@condition prone}.","When you are moved by Gathered Swarm, it gives you {@quickref Cover||3||half cover} until the start of your next turn."]}]},{"level":15,"name":"Swarming Dispersal","entries":["{@i 15th-level Swarmkeeper feature}","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."]}]},{"name":"Winter Walker","source":"FRHoF","image":"classes/FRHoF/Winter Walker Ranger.webp","gallery":[{"path":"classes/FRHoF/Winter Walker Ranger.webp","credit":"Alejandro Pacheco"}],"features":[{"level":3,"name":"Winter Walker","entries":["{@i Withstand the Horrors of Frigid Wastelands}","Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like {@creature yeti|XMM|yetis} and {@creature crag cat|SKT|crag cats}, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.",{"type":"entries","name":"Frigid Explorer","entries":["You gain the following benefits.",{"type":"entries","name":"Biting Cold","page":6,"entries":["Damage from your weapon attacks, Ranger spells, and Ranger features ignores {@variantrule Resistance|XPHB} to Cold damage."]},{"type":"entries","name":"Frost Resistance","page":6,"entries":["You have {@variantrule Resistance|XPHB} to Cold damage."]},{"type":"entries","name":"Polar Strikes","page":6,"entries":["When you hit a creature with an attack roll using a weapon, you can deal an extra {@damage 1d4} Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to {@dice 1d6}."]}]},{"type":"entries","name":"Hunter's Rime","entries":["Ice rimes you and your prey, protecting you and slowing them. When you cast {@spell Hunter's Mark|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your {@class Ranger|XPHB} level.","Additionally, while a creature is marked by your {@spell Hunter's Mark|XPHB}, it can't take the {@action Disengage|XPHB} action."]},{"type":"entries","name":"Winter Walker Spells","entries":["When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Ice Knife|XPHB}"],["5","{@spell Hold Person|XPHB}"],["9","{@spell Remove Curse|XPHB}"],["13","{@spell Ice Storm|XPHB}"],["17","{@spell Cone of Cold|XPHB}"]]}]}]},{"level":7,"name":"Fortifying Soul","entries":["Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a {@action Magic|XPHB} action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Ranger level and has {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Frightened|XPHB} condition for 1 hour.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":11,"name":"Chilling Retribution","entries":["When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Stunned|XPHB} condition until the end of your next turn. While the target is {@condition Stunned|XPHB}, its {@variantrule Speed|XPHB} is reduced to 0 feet.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Frozen Haunt","entries":["When you cast {@spell Hunter's Mark|XPHB}, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a level 4+ spell slot (no action required).",{"type":"entries","name":"Frozen Soul","page":6,"entries":["You have {@variantrule Immunity|XPHB} to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you takes {@damage 2d4} Cold damage."]},{"type":"entries","name":"Partially Incorporeal","page":6,"entries":["You have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space."]}]}]}],"lore":[{"type":"section","name":"Ranger","source":"XPHB","page":118,"entries":["Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.","Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants."]}],"gallery":[{"path":"classes/XPHB/Ranger.webp","credit":"Chris Rallis"},{"path":"classes/XPHB/093-04-008.ranger-and-deer.webp","credit":"Mike Pape"}],"otherVersions":[{"id":"ranger-phb","source":"PHB"}]},{"id":"ranger-phb","name":"Ranger","source":"PHB","page":89,"srd":false,"image":"classes/PHB/Ranger.webp","hitDie":"d10","primaryAbility":"","savingThrows":"Strength, Dexterity","proficiencies":"Armor: Light, Medium, Shield · Weapons: Simple, Martial · Skills: choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival","armorProficiencies":"Light, Medium, Shield","weaponProficiencies":"Simple, Martial","toolProficiencies":"","subclassTitle":"Ranger Archetype","table":{"headers":["Level","Prof. Bonus","Features","Spells Known","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Favored Enemy, Favored Foe, Natural Explorer, Deft Explorer","0","-","-","-","-","-"],["2","+2","Fighting Style, Spellcasting, Spellcasting Focus","2","2","-","-","-","-"],["3","+2","Ranger Archetype, Primeval Awareness, Primal Awareness","3","3","-","-","-","-"],["4","+2","Ability Score Improvement, Martial Versatility","3","3","-","-","-","-"],["5","+3","Extra Attack","4","4","2","-","-","-"],["6","+3","Favored Enemy and Natural Explorer improvements, Deft Explorer Improvement","4","4","2","-","-","-"],["7","+3","Ranger Archetype feature","5","4","3","-","-","-"],["8","+3","Ability Score Improvement, Land's Stride","5","4","3","-","-","-"],["9","+4","-","6","4","3","2","-","-"],["10","+4","Hide in Plain Sight, Nature's Veil, Natural Explorer improvement, Deft Explorer Improvement","6","4","3","2","-","-"],["11","+4","Ranger Archetype feature","7","4","3","3","-","-"],["12","+4","Ability Score Improvement","7","4","3","3","-","-"],["13","+5","-","8","4","3","3","1","-"],["14","+5","Vanish, Favored Enemy improvement","8","4","3","3","1","-"],["15","+5","Ranger Archetype feature","9","4","3","3","2","-"],["16","+5","Ability Score Improvement","9","4","3","3","2","-"],["17","+6","-","10","4","3","3","3","1"],["18","+6","Feral Senses","10","4","3","3","3","1"],["19","+6","Ability Score Improvement","11","4","3","3","3","2"],["20","+6","Foe Slayer","11","4","3","3","3","2"]]},"features":[{"level":1,"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: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.","You have advantage on Wisdom ({@skill 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."]},{"level":1,"name":"Favored Foe","entries":["{@i 1st-level ranger {@variantrule optional class features|tce|optional 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 {@status concentration} (as if you were {@status concentration||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 {@damage 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 {@damage 1d6} at 6th level and to {@damage 1d8} at 14th level."]},{"level":1,"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:",{"type":"list","items":["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."]},{"level":1,"name":"Deft Explorer","entries":["{@i 1st-level ranger {@variantrule optional class features|tce|optional 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.",{"name":"Canny","type":"entries","entries":["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."]}]},{"level":2,"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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Archery"},{"type":"refOptionalfeature","optionalfeature":"Defense"},{"type":"refOptionalfeature","optionalfeature":"Dueling"},{"type":"refOptionalfeature","optionalfeature":"Two-Weapon Fighting"},{"type":"refOptionalfeature","optionalfeature":"Blind Fighting|TCE"},{"type":"refOptionalfeature","optionalfeature":"Druidic Warrior|TCE"},{"type":"refOptionalfeature","optionalfeature":"Thrown Weapon Fighting|TCE"}]}]},{"level":2,"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.",{"type":"entries","name":"Spell Slots","entries":["The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} 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 {@spell animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot."]},{"type":"entries","name":"Spells Known of 1st Level and Higher","entries":["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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["wis"]},{"type":"abilityAttackMod","name":"Spell","attributes":["wis"]}]}]},{"level":2,"name":"Spellcasting Focus","entries":["{@i 2nd-level ranger {@variantrule optional class features|tce|optional feature}}","You can use a {@item druidic focus|phb} 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."]},{"level":3,"name":"Ranger Archetype","entries":["At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level."]},{"level":3,"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."]},{"level":3,"name":"Primal Awareness","entries":["{@i 3rd-level ranger {@variantrule optional class features|tce|optional 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.",{"type":"table","caption":"Primal Awareness Spells","colLabels":["Ranger Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell speak with animals}"],["5th","{@spell beast sense}"],["9th","{@spell speak with plants}"],["13th","{@spell locate creature}"],["17th","{@spell 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."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Martial Versatility","entries":["{@i 4th-level ranger {@variantrule optional class features|tce|optional 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."]},{"level":5,"name":"Extra Attack","entries":["Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."]},{"level":6,"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."]},{"level":6,"name":"Deft Explorer Improvement","entries":["You gain an additional benefit when you reach 6th level in this class.",{"type":"entries","name":"Roving","entries":["Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed."]}]},{"level":7,"name":"Ranger Archetype feature","entries":["At 7th level, you gain a feature granted to you by your Ranger Archetype."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":8,"name":"Land's Stride","entries":["Starting at 8th level, moving through nonmagical {@quickref difficult terrain||3} 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 as those created by the {@spell entangle} spell."]},{"level":10,"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 ({@skill 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."]},{"level":10,"name":"Nature's Veil","entries":["{@i 10th-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Hide in Plain Sight feature}","You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become {@condition 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."]},{"level":10,"name":"Natural Explorer improvement","entries":["You gain an additional favored terrain."]},{"level":10,"name":"Deft Explorer Improvement","entries":["You gain an additional benefit when you reach 10th level in this class.",{"type":"entries","name":"Tireless","entries":["As an action, you can give yourself a number of temporary hit points equal to {@dice 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 {@condition exhaustion} level, if any, is decreased by 1."]}]},{"level":11,"name":"Ranger Archetype feature","entries":["At 11th level, you gain a feature granted to you by your Ranger Archetype."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Vanish","entries":["Starting at 14th level, you can use the {@action 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."]},{"level":14,"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."]},{"level":15,"name":"Ranger Archetype feature","entries":["At 15th level, you gain a feature granted to you by your Ranger Archetype."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":18,"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 {@condition invisible} creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't {@condition blinded} or {@condition deafened}."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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."]}],"subclasses":[{"name":"Beast Master","source":"PHB","features":[{"level":3,"name":"Beast Master","entries":["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.",{"type":"entries","name":"Ranger's Companion","entries":["You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a {@filter beast that is no larger than Medium and that has a challenge rating of 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|size=f;d;t;s;m|miscellaneous=!swarm}. 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. Like any creature, the beast can spend Hit Dice during a short rest.","The beast obeys your commands as best as it can. It takes its turn on your initiative. 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 {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.","If you are {@condition 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.","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 a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements."]},{"type":"entries","name":"Primal Companion","entries":["{@i 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature}","You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—{@creature Beast of the Land|TCE}, {@creature Beast of the Sea|TCE}, or {@creature Beast of the Sky|TCE}—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.","In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the {@action 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. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.","If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.","When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die."]}]},{"level":7,"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 {@action Dash}, {@action Disengage}, or {@action 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":11,"name":"Bestial Fury","entries":["Starting at 11th level, when you command your beast companion to take the {@action Attack} action, the beast can make two attacks, or it can take the Multiattack action if it has that action."]},{"level":15,"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."]}]},{"name":"Beast Master","source":"XPHB","image":"classes/XPHB/Beast Master Ranger.webp","gallery":[{"path":"classes/XPHB/Beast Master Ranger.webp","credit":"Alditha Siregar"}],"features":[{"level":3,"name":"Beast Master","entries":["{@i Bond with a Primal Beast}","A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.",{"type":"entries","name":"Primal Companion","entries":["You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: {@creature Beast of the Land|XPHB}, {@creature Beast of the Sea|XPHB}, or {@creature Beast of the Sky|XPHB}. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.","The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.",{"type":"entries","entries":[{"type":"entries","name":"The Beast in Combat","entries":["In combat, the beast acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack|XPHB} action to command the beast to take the Beast's Strike action. If you have the {@condition Incapacitated|XPHB} condition, the beast acts on its own and isn't limited to the {@action Dodge|XPHB} action."]},{"type":"entries","name":"Restoring or Replacing the Beast","entries":["If the beast has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears."]}]}]}]},{"level":7,"name":"Exceptional Training","entries":["When you take a {@variantrule Bonus Action|XPHB} to command your Primal Companion beast to take an action, you can also command it to take the {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Dodge|XPHB}, or {@action Help|XPHB} action using its {@variantrule Bonus Action|XPHB}.","In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type."]},{"level":11,"name":"Bestial Fury","entries":["When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.","In addition, the first time each turn it hits a creature under the effect of your {@spell Hunter's Mark|XPHB} spell, the beast deals extra Force damage equal to the bonus damage of that spell."]},{"level":15,"name":"Share Spells","entries":["When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you."]}]},{"name":"Drakewarden","source":"FTD","image":"classes/FTD/Drakewarden Ranger.webp","gallery":[{"path":"classes/FTD/Drakewarden Ranger.webp"}],"features":[{"level":3,"name":"Drakewarden","entries":["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. Along the way, you gain an increasing share of the awe-inspiring power of dragons.","Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.",{"type":"table","caption":"Drakewarden Origin","colLabels":["d6","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic."],["2","A secret order of rangers who collect and guard draconic lore taught you their ways."],["3","A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone."],["4","You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power."],["5","An ancient Draconic inscription on a standing stone empowered you when you read it aloud."],["6","You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you."]]},{"type":"entries","name":"Draconic Gift","entries":["{@i 3rd-level Drakewarden feature}","The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Thaumaturgy","entry":"You learn the {@spell thaumaturgy} cantrip, which is a ranger spell for you."},{"type":"item","name":"Tongue of Dragons","entry":"You learn to speak, read, and write Draconic or one other language of your choice."}]}]},{"type":"entries","name":"Drake Companion","entries":["{@i 3rd-level Drakewarden feature}","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 {@creature Drake Companion|FTD} 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 {@action 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 {@condition incapacitated}, the drake can take any action of its choice, not just {@action 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."]}]},{"level":7,"name":"Bond of Fang and Scale","entries":["{@i 7th-level Drakewarden feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Drake Mount","entries":["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."]},{"type":"item","name":"Magic Fang","entries":["The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for the drake's Draconic Essence."]},{"type":"item","name":"Resistance","entries":["You gain resistance to the damage type chosen for the drake's Draconic Essence."]}]}]},{"level":11,"name":"Drake's Breath","entries":["{@i 11th-level Drakewarden feature}","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 {@damage 8d6} damage on a failed save, or half as much damage on a successful one.","This damage increases to {@damage 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."]},{"level":15,"name":"Perfected Bond","entries":["{@i 15th-level Drakewarden feature}","Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Empowered Bite","entries":["The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for its Draconic Essence (for a total of {@damage 2d6} extra damage)."]},{"type":"item","name":"Large Drake","entries":["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."]},{"type":"item","name":"Reflexive Resistance","entries":["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."]}]}]}]},{"name":"Fey Wanderer","source":"TCE","image":"classes/TCE/Fey Wanderer Ranger.webp","gallery":[{"path":"classes/TCE/Fey Wanderer Ranger.webp"}],"features":[{"level":3,"name":"Fey Wanderer","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.",{"type":"entries","name":"Dreadful Strikes","entries":["{@i 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 {@damage 1d4} psychic damage to the target, which can take this extra damage only once per turn.","The extra damage increases to {@damage 1d6} when you reach 11th level in this class."]},{"type":"entries","name":"Fey Wanderer Magic","entries":["{@i 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","{@spell charm person}"],["5th","{@spell misty step}"],["9th","{@spell dispel magic}"],["13th","{@spell dimension door}"],["17th","{@spell 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."]]}]},{"type":"entries","name":"Otherworldly Glamour","entries":["{@i 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: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}."]}]},{"level":7,"name":"Beguiling Twist","entries":["{@i 7th-level Fey Wanderer feature}","The magic of the Feywild guards your mind. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.","In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being {@condition charmed} or {@condition 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 {@condition charmed} or {@condition 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."]},{"level":11,"name":"Fey Reinforcements","entries":["{@i 11th-level Fey Wanderer feature}","The royal courts of the Feywild have blessed you with the assistance of fey beings: you know {@spell summon fey|tce}. 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 {@status concentration}. If you do so, the spell's duration becomes 1 minute for that casting."]},{"level":15,"name":"Misty Wanderer","entries":["{@i 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 {@spell 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 {@i 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."]}]},{"name":"Fey Wanderer","source":"XPHB","image":"classes/XPHB/Fey Wanderer Ranger.webp","gallery":[{"path":"classes/XPHB/Fey Wanderer Ranger.webp","credit":"John Grello"}],"features":[{"level":3,"name":"Fey Wanderer","entries":["{@i Wield Fey Mirth and Fury}","A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. 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.",{"type":"entries","name":"Dreadful Strikes","entries":["You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to {@damage 1d6} when you reach Ranger level 11."]},{"type":"entries","name":"Fey Wanderer Spells","entries":["When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Fey Wanderer Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Charm Person|XPHB}"],["5th","{@spell Misty Step|XPHB}"],["9th","{@spell Summon Fey|XPHB}"],["13th","{@spell Dimension Door|XPHB}"],["17th","{@spell Mislead|XPHB}"]]},"You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.",{"type":"table","caption":"Feywild Gifts","colLabels":["1d6","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Illusory butterflies flutter around you while you take a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."],["2","Flowers bloom 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 each dawn."]]}]},{"type":"entries","name":"Otherworldly Glamour","entries":["Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).","You also gain proficiency in one of these skills of your choice: {@skill Deception|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":7,"name":"Beguiling Twist","entries":["The magic of the Feywild guards your mind. You have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.","In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is {@condition Charmed|XPHB} or {@condition Frightened|XPHB} (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."]},{"level":11,"name":"Fey Reinforcements","entries":["You can cast {@spell Summon Fey|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.","Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting."]},{"level":15,"name":"Misty Wanderer","entries":["You can cast {@spell Misty Step|XPHB} 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 {@variantrule Long Rest|XPHB}.","In addition, whenever you cast {@spell Misty Step|XPHB}, 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 within 5 feet of your destination space."]}]},{"name":"Gloom Stalker","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Gloom Stalker","entries":["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.",{"type":"entries","name":"Gloom Stalker Magic","entries":["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.",{"type":"table","caption":"Gloom Stalker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell disguise self}"],["5th","{@spell rope trick}"],["9th","{@spell fear}"],["13th","{@spell greater invisibility}"],["17th","{@spell seeming}"]]}]},{"type":"entries","name":"Dread Ambusher","entries":["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 {@action 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 {@damage 1d8} damage of the weapon's damage type."]},{"type":"entries","name":"Umbral Sight","entries":["At 3rd level, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet.","You are also adept at evading creatures that rely on {@sense darkvision}. While in darkness, you are {@condition invisible} to any creature that relies on {@sense darkvision} to see you in that darkness."]}]},{"level":7,"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":11,"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":15,"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."]}]},{"name":"Gloom Stalker","source":"XPHB","image":"classes/XPHB/Gloom Stalker Ranger.webp","gallery":[{"path":"classes/XPHB/Gloom Stalker Ranger.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Gloom Stalker","entries":["{@i Draw on Shadow Magic to Fight Your Foes}","Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.",{"type":"entries","name":"Dread Ambusher","entries":["You have mastered the art of creating fearsome ambushes, granting you the following benefits.",{"type":"entries","name":"Ambusher's Leap","entries":["At the start of your first turn of each combat, your {@variantrule Speed|XPHB} increases by 10 feet until the end of that turn."]},{"type":"entries","name":"Dreadful Strike","entries":["When you attack a creature and hit it with a weapon, you can deal an extra {@damage 2d6} Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Initiative Bonus","entries":["When you roll {@variantrule Initiative|XPHB}, you can add your Wisdom modifier to the roll."]}]},{"type":"entries","name":"Gloom Stalker Spells","entries":["When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Gloom Stalker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-1 text-center","col-11"],"rows":[["3rd","{@spell Disguise Self|XPHB}"],["5th","{@spell Rope Trick|XPHB}"],["9th","{@spell Fear|XPHB}"],["13th","{@spell Greater Invisibility|XPHB}"],["17th","{@spell Seeming|XPHB}"]]}]},{"type":"entries","name":"Umbral Sight","entries":["You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB} when you gain this feature, its range increases by 60 feet.","You are also adept at evading creatures that rely on {@sense Darkvision|XPHB}. While entirely in {@variantrule Darkness|XPHB}, you have the {@condition Invisible|XPHB} condition to any creature that relies on {@sense Darkvision|XPHB} to see you in that {@variantrule Darkness|XPHB}."]}]},{"level":7,"name":"Iron Mind","entries":["You have honed your ability to resist mind-altering powers. 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":11,"name":"Stalker's Flurry","entries":["The Psychic damage of your Dreadful Strike becomes {@damage 2d8}. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.",{"type":"entries","name":"Sudden Strike","entries":["You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range."]},{"type":"entries","name":"Mass Fear","entries":["The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn."]}]},{"level":15,"name":"Shadowy Dodge","entries":["When a creature makes an attack roll against you, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see."]}]},{"name":"Hollow Warden","source":"RHW","image":"classes/RHW/Hollow Warden Ranger.webp","gallery":[{"path":"classes/RHW/Hollow Warden Ranger.webp","title":"Hollow Warden Ranger","credit":"Audy Ravindra"}],"features":[{"level":3,"name":"Hollow Warden","entries":["{@i Draw on the Might of Ancient Wild Terrors}","Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.",{"type":"entries","name":"Hollow Warden Spells","entries":["When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.",{"type":"table","caption":"Hollow Warden Spells","colLabels":["Ranger Level","Spell"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Wrathful Smite|XPHB}"],["5","{@spell Alter Self|XPHB}"],["9","{@spell Phantom Steed|XPHB}"],["13","{@spell Dominate Beast|XPHB}"],["17","{@spell Steel Wind Strike|XPHB}"]]}]},{"type":"entries","name":"Wrath of the Wild","entries":["You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Favored {@variantrule Enemy|XPHB} to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the {@condition Incapacitated|XPHB} condition, die, or end the transformation (no action required).",{"type":"entries","name":"Ancient Armor","entries":["You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11."]},{"type":"entries","name":"Prowling Retribution","entries":["Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an {@action Opportunity Attack|XPHB} against that creature."]},{"type":"entries","name":"Unnerving Aura","entries":["When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn."]}]}]},{"level":7,"name":"Hungering Might","entries":["You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).","In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to {@dice 1d10} plus your Wisdom modifier, provided you are {@status Bloodied|XPHB} when you hit."]},{"level":11,"name":"Rot and Violence","entries":["Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.",{"type":"entries","name":"Menacing Aura","entries":["When a creature fails its saving throw against your Unnerving Aura, it also can't regain {@variantrule Hit Points|XPHB} or take {@variantrule Reaction|XPHB|Reactions} until the start of your next turn."]},{"type":"entries","name":"Strangling Roots","entries":["When you hit a creature with an attack roll using a weapon, you can activate the {@itemMastery Sap} or {@itemMastery Slow} mastery property in addition to a different mastery property you're using with that weapon."]}]},{"level":15,"name":"Ancient Might","entries":["You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.",{"type":"entries","name":"Ominous Strikes","entries":["When you hit a creature that has the {@condition Frightened|XPHB} condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier."]},{"type":"entries","name":"Persistent Wrath","entries":["If you're reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature."]},{"type":"entries","name":"Timeless","entries":["You have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition."]}]}]},{"name":"Horizon Walker","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Horizon Walker","entries":["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.",{"type":"entries","name":"Horizon Walker Magic","entries":["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.",{"type":"table","caption":"Horizon Walker Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}"],["5th","{@spell misty step}"],["9th","{@spell haste}"],["13th","{@spell banishment}"],["17th","{@spell teleportation circle}"]]}]},{"type":"entries","name":"Detect Portal","entries":["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."]},{"type":"entries","name":"Planar Warrior","entries":["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 {@damage 1d8} force damage from the attack. When you reach 11th level in this class, the extra damage increases to {@damage 2d8}."]}]},{"level":7,"name":"Ethereal Step","entries":["At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the {@spell 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":11,"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 {@action 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":15,"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."]}]},{"name":"Hunter","source":"PHB","features":[{"level":3,"name":"Hunter","entries":["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.",{"type":"entries","name":"Hunter's Prey","entries":["At 3rd level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Colossus Slayer","entries":["Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@damage 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn."]},{"type":"entries","name":"Giant Killer","entries":["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."]},{"type":"entries","name":"Horde Breaker","entries":["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":7,"name":"Defensive Tactics","entries":["At 7th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Escape the Horde","entries":["Opportunity attacks against you are made with disadvantage."]},{"type":"entries","name":"Multiattack Defense","entries":["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."]},{"type":"entries","name":"Steel Will","entries":["You have advantage on saving throws against being {@condition frightened}."]}]}]},{"level":11,"name":"Multiattack","entries":["At 11th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Volley","entries":["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."]},{"type":"entries","name":"Whirlwind Attack","entries":["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":15,"name":"Superior Hunter's Defense","entries":["At 15th level, you gain one of the following features of your choice.",{"type":"options","count":1,"entries":[{"type":"entries","name":"Evasion","entries":["You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a {@spell 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."]},{"type":"entries","name":"Stand Against the Tide","entries":["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."]},{"type":"entries","name":"Uncanny Dodge","entries":["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":"Hunter","source":"XPHB","image":"classes/XPHB/Hunter Ranger.webp","gallery":[{"path":"classes/XPHB/Hunter Ranger.webp","credit":"Katerina Ladon"}],"features":[{"level":3,"name":"Hunter","entries":["{@i Protect Nature and People from Destruction}","You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.",{"type":"entries","name":"Hunter's Prey","entries":["You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.",{"type":"entries","entries":[{"type":"entries","name":"Colossus Slayer","entries":["Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra {@damage 1d8} damage to the target if it's missing any of its {@variantrule Hit Points|XPHB}. You can deal this extra damage only once per turn."]},{"type":"entries","name":"Horde Breaker","entries":["Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn."]}]}]},{"type":"entries","name":"Hunter's Lore","entries":["You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."]}]},{"level":7,"name":"Defensive Tactics","entries":["You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.",{"type":"entries","entries":[{"type":"entries","name":"Escape the Horde","entries":["{@action Opportunity Attack|XPHB|Opportunity Attacks} have {@variantrule Disadvantage|XPHB} against you."]},{"type":"entries","name":"Multiattack Defense","entries":["When a creature hits you with an attack roll, that creature has {@variantrule Disadvantage|XPHB} on all other attack rolls against you this turn."]}]}]},{"level":11,"name":"Superior Hunter's Prey","entries":["Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature."]},{"level":15,"name":"Superior Hunter's Defense","entries":["When you take damage, you can take a {@variantrule Reaction|XPHB} to give yourself {@variantrule Resistance|XPHB} to that damage and any other damage of the same type until the end of the current turn."]}]},{"name":"Monster Slayer","source":"XGE","image":"classes/XGE/Ranger.webp","gallery":[{"path":"classes/XGE/Ranger.webp"}],"features":[{"level":3,"name":"Monster Slayer","entries":["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.",{"type":"entries","name":"Monster Slayer Magic","entries":["Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.",{"type":"table","caption":"Monster Slayer Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell protection from evil and good}"],["5th","{@spell zone of truth}"],["9th","{@spell magic circle}"],["13th","{@spell banishment}"],["17th","{@spell hold monster}"]]}]},{"type":"entries","name":"Hunter's Sense","entries":["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."]},{"type":"entries","name":"Slayer's Prey","entries":["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 {@damage 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":7,"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 {@dice 1d6} to your roll."]},{"level":11,"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":15,"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."]}]},{"name":"Swarmkeeper","source":"TCE","image":"classes/TCE/Swarmkeeper Ranger.webp","gallery":[{"path":"classes/TCE/Swarmkeeper Ranger.webp"}],"features":[{"level":3,"name":"Swarmkeeper","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.",{"type":"entries","name":"Gathered Swarm","entries":["{@i 3rd-level Swarmkeeper feature}","A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, 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.",{"type":"table","caption":"Swarm Appearance","colLabels":["d4","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"list","items":["The attack's target takes {@damage 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."]},{"type":"inset","name":"It's Your Swarm","entries":["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 {@spell 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!"]}]},{"type":"entries","name":"Swarmkeeper Magic","entries":["{@i 3rd-level Swarmkeeper feature}","You learn the {@spell 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.",{"type":"table","caption":"Swarmkeeper Spells","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell faerie fire}"],["5th","{@spell web}"],["9th","{@spell gaseous form}"],["13th","{@spell arcane eye}"],["17th","{@spell insect plague}"]]}]}]},{"level":7,"name":"Writhing Tide","entries":["{@i 7th-level Swarmkeeper feature}","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 {@condition 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."]},{"level":11,"name":"Mighty Swarm","entries":["{@i 11th-level Swarmkeeper feature}","Your Gathered Swarm grows mightier in the following ways:",{"type":"list","items":["The damage of Gathered Swarm increases to {@damage 1d8}.","If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature {@condition prone}.","When you are moved by Gathered Swarm, it gives you {@quickref Cover||3||half cover} until the start of your next turn."]}]},{"level":15,"name":"Swarming Dispersal","entries":["{@i 15th-level Swarmkeeper feature}","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."]}]},{"name":"Winter Walker","source":"FRHoF","image":"classes/FRHoF/Winter Walker Ranger.webp","gallery":[{"path":"classes/FRHoF/Winter Walker Ranger.webp","credit":"Alejandro Pacheco"}],"features":[{"level":3,"name":"Winter Walker","entries":["{@i Withstand the Horrors of Frigid Wastelands}","Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like {@creature yeti|XMM|yetis} and {@creature crag cat|SKT|crag cats}, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.",{"type":"entries","name":"Frigid Explorer","entries":["You gain the following benefits.",{"type":"entries","name":"Biting Cold","page":6,"entries":["Damage from your weapon attacks, Ranger spells, and Ranger features ignores {@variantrule Resistance|XPHB} to Cold damage."]},{"type":"entries","name":"Frost Resistance","page":6,"entries":["You have {@variantrule Resistance|XPHB} to Cold damage."]},{"type":"entries","name":"Polar Strikes","page":6,"entries":["When you hit a creature with an attack roll using a weapon, you can deal an extra {@damage 1d4} Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to {@dice 1d6}."]}]},{"type":"entries","name":"Hunter's Rime","entries":["Ice rimes you and your prey, protecting you and slowing them. When you cast {@spell Hunter's Mark|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your {@class Ranger|XPHB} level.","Additionally, while a creature is marked by your {@spell Hunter's Mark|XPHB}, it can't take the {@action Disengage|XPHB} action."]},{"type":"entries","name":"Winter Walker Spells","entries":["When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Ice Knife|XPHB}"],["5","{@spell Hold Person|XPHB}"],["9","{@spell Remove Curse|XPHB}"],["13","{@spell Ice Storm|XPHB}"],["17","{@spell Cone of Cold|XPHB}"]]}]}]},{"level":7,"name":"Fortifying Soul","entries":["Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a {@action Magic|XPHB} action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Ranger level and has {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Frightened|XPHB} condition for 1 hour.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":11,"name":"Chilling Retribution","entries":["When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Stunned|XPHB} condition until the end of your next turn. While the target is {@condition Stunned|XPHB}, its {@variantrule Speed|XPHB} is reduced to 0 feet.","You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":15,"name":"Frozen Haunt","entries":["When you cast {@spell Hunter's Mark|XPHB}, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a level 4+ spell slot (no action required).",{"type":"entries","name":"Frozen Soul","page":6,"entries":["You have {@variantrule Immunity|XPHB} to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you takes {@damage 2d4} Cold damage."]},{"type":"entries","name":"Partially Incorporeal","page":6,"entries":["You have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space."]}]}]}],"lore":[{"name":"Ranger","type":"section","entries":["Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.","After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.","Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.","Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.",{"type":"entries","name":"Deadly Hunters","entries":["Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.","Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands."]},{"type":"entries","name":"Independent Adventurers","entries":["Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.","This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways."]},{"type":"entries","name":"Creating a Ranger","entries":["As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.","What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?",{"type":"entries","name":"Quick Build","entries":["You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the {@background outlander} background."]}]}],"source":"PHB","page":89},{"type":"section","entries":[{"type":"quote","entries":["I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together."],"by":"Soveliss"},"Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.","A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.","If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.",{"type":"quote","entries":["I'm a monster. Are you going to try to kill me? Didn't think so. Go kill some goblins or something. On second thought, goblins aren't monsters - they're people. So maybe you should call yourself a people killer."],"by":"Xanathar"},{"type":"entries","name":"View of the World","entries":["A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.","If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?",{"type":"table","caption":"View of the World","colLabels":["{@dice d6}","View"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Towns and cities are the best places for those who can't survive on their own."],[{"type":"cell","roll":{"exact":2}},"The advancement of civilization is the best way to thwart chaos, but its reach must be monitored."],[{"type":"cell","roll":{"exact":3}},"Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more."],[{"type":"cell","roll":{"exact":4}},"Walls are for cowards, who huddle behind them while others do the work of making the world safe."],[{"type":"cell","roll":{"exact":5}},"Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild."],[{"type":"cell","roll":{"exact":6}},"Cities breed weakness by isolating folk from the harsh lessons of the wild."]]}]},{"type":"entries","name":"Homelands","entries":["All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.","Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?",{"type":"table","caption":"Homelands","colLabels":["{@dice d6}","Homeland"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell."],[{"type":"cell","roll":{"exact":2}},"As part of a group of nomads, you acquired the skills for surviving in the desert."],[{"type":"cell","roll":{"exact":3}},"Your early life in the Underdark prepared you for the challenges of combating its denizens."],[{"type":"cell","roll":{"exact":4}},"You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones."],[{"type":"cell","roll":{"exact":5}},"Because you grew up among the peaks, finding the best path through the mountains is second nature to you."],[{"type":"cell","roll":{"exact":6}},"You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice."]]}]},{"type":"entries","name":"Sworn Enemy","entries":["Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.","What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?",{"type":"table","caption":"Sworn Enemies","colLabels":["{@dice d6}","Enemy"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"You seek revenge on nature's behalf for the great transgressions your foe has committed."],[{"type":"cell","roll":{"exact":2}},"Your forebears or predecessors fought these creatures, and so shall you."],[{"type":"cell","roll":{"exact":3}},"You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal."],[{"type":"cell","roll":{"exact":4}},"You find your foe fascinating, and you collect books of tales and history concerning it."],[{"type":"cell","roll":{"exact":5}},"You collect tokens of your fallen enemies to remind you of each kill."],[{"type":"cell","roll":{"exact":6}},"You respect your chosen enemy, and you see your battles as a test of respective skills."]]}]}],"page":40,"source":"XGE"}],"gallery":[{"path":"classes/PHB/Ranger.webp"}],"hidden":true,"otherVersions":[{"id":"ranger","source":"XPHB"}]},{"id":"rogue","name":"Rogue","source":"XPHB","page":128,"srd":true,"image":"classes/XPHB/Rogue.webp","hitDie":"d8","primaryAbility":"Dexterity","savingThrows":"Dexterity, Intelligence","proficiencies":"Armor: Light · Weapons: Simple, Martial weapons that have the Finesse or Light property · Tools: Thieves' Tools · Skills: choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight Of Hand, Stealth","armorProficiencies":"Light","weaponProficiencies":"Simple, Martial weapons that have the Finesse or Light property","toolProficiencies":"Thieves' Tools","subclassTitle":"Rogue Subclass","table":{"headers":["Level","Prof. Bonus","Features","Sneak Attack"],"rows":[["1","+2","Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery","-"],["2","+2","Cunning Action","-"],["3","+2","Rogue Subclass, Steady Aim","-"],["4","+2","Ability Score Improvement","-"],["5","+3","Cunning Strike, Uncanny Dodge","-"],["6","+3","Expertise","-"],["7","+3","Evasion, Reliable Talent","-"],["8","+3","Ability Score Improvement","-"],["9","+4","Subclass Feature","-"],["10","+4","Ability Score Improvement","-"],["11","+4","Improved Cunning Strike","-"],["12","+4","Ability Score Improvement","-"],["13","+5","Subclass Feature","-"],["14","+5","Devious Strikes","-"],["15","+5","Slippery Mind","-"],["16","+5","Ability Score Improvement","-"],["17","+6","Subclass Feature","-"],["18","+6","Elusive","-"],["19","+6","Epic Boon","-"],["20","+6","Stroke of Luck","-"]]},"features":[{"level":1,"name":"Expertise","entries":["You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Sleight of Hand|XPHB} and {@skill Stealth|XPHB} are recommended if you have proficiency in them.","At Rogue level 6, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice."]},{"level":1,"name":"Sneak Attack","entries":["You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack roll if you have {@variantrule Advantage|XPHB} on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.","You don't need {@variantrule Advantage|XPHB} on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the {@condition Incapacitated|XPHB} condition, and you don't have {@variantrule Disadvantage|XPHB} on the attack roll.","The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table."]},{"level":1,"name":"Thieves' Cant","entries":["You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in {@book chapter 2|XPHB|2|Choose Languages}."]},{"level":1,"name":"Weapon Mastery","entries":["Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Dagger|XPHB|Daggers} and {@item Shortbow|XPHB|Shortbows}.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Shortsword|XPHB|Shortswords}."]},{"level":2,"name":"Cunning Action","entries":["Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a {@variantrule Bonus Action|XPHB}: {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB}."]},{"level":3,"name":"Rogue Subclass","entries":["You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower."]},{"level":3,"name":"Steady Aim","entries":["As a {@variantrule Bonus Action|XPHB}, you give yourself {@variantrule Advantage|XPHB} on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your {@variantrule Speed|XPHB} is 0 until the end of the current turn."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16."]},{"level":5,"name":"Cunning Strike","entries":["You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove {@dice 1d6} from the Sneak Attack's damage before rolling.","If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}.",{"type":"entries","entries":[{"type":"entries","name":"Poison (Cost: 1d6)","entries":["You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the {@condition Poisoned|XPHB} condition for 1 minute. At the end of each of its turns, the {@condition Poisoned|XPHB} target repeats the save, ending the effect on itself on a success.","To use this effect, you must have a {@item Poisoner's Kit|XPHB} on your person."]},{"type":"entries","name":"Trip (Cost: 1d6)","entries":["If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition."]},{"type":"entries","name":"Withdraw (Cost: 1d6)","entries":["Immediately after the attack, you move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]}]},{"level":5,"name":"Uncanny Dodge","entries":["When an attacker that you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against you (round down)."]},{"level":6,"name":"Expertise","entries":["You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice."]},{"level":7,"name":"Evasion","entries":["You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition."]},{"level":7,"name":"Reliable Talent","entries":["Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a {@dice d20} roll of 9 or lower as a 10."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Subclass Feature","entries":["You gain a feature from your Rogue Subclass."]},{"level":10,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":11,"name":"Improved Cunning Strike","entries":["You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Subclass Feature","entries":["You gain a feature from your Rogue Subclass."]},{"level":14,"name":"Devious Strikes","entries":["You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.",{"type":"entries","entries":[{"type":"entries","name":"Daze (Cost: 2d6)","entries":["The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a {@variantrule Bonus Action|XPHB}."]},{"type":"entries","name":"Knock Out (Cost: 6d6)","entries":["The target must succeed on a Constitution saving throw, or it has the {@condition Unconscious|XPHB} condition for 1 minute or until it takes any damage. The {@condition Unconscious|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Obscure (Cost: 3d6)","entries":["The target must succeed on a Dexterity saving throw, or it has the {@condition Blinded|XPHB} condition until the end of its next turn."]}]}]},{"level":15,"name":"Slippery Mind","entries":["Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Subclass Feature","entries":["You gain a feature from your Rogue Subclass."]},{"level":18,"name":"Elusive","entries":["You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have {@variantrule Advantage|XPHB} against you unless you have the {@condition Incapacitated|XPHB} condition."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of the Night Spirit|XPHB} is recommended."]},{"level":20,"name":"Stroke of Luck","entries":["You have a marvelous knack for succeeding when you need to. If you fail a {@variantrule D20 Test|XPHB}, you can turn the roll into a 20.","Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}],"subclasses":[{"name":"Arcane Trickster","source":"PHB","features":[{"level":3,"name":"Arcane Trickster","entries":["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.",{"type":"entries","name":"Spellcasting","entries":["When you reach 3rd level, you gain the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You learn three cantrips: {@spell 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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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 {@spell charm person} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell charm person} using either slot."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spells Known of 1st-Level and Higher","entries":["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 3rd, 8th, 14th, or 20th level from any school of magic."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["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.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]}]}]},{"type":"entries","name":"Mage Hand Legerdemain","entries":["Starting at 3rd level, when you cast {@spell mage hand}, you can make the spectral hand {@condition invisible}, and you can perform the following additional tasks with it:",{"type":"list","items":["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 {@item thieves' tools|phb} to pick locks and disarm traps at range."]},"You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check.","In addition, you can use the bonus action granted by your Cunning Action to control the hand."]}]},{"level":9,"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":13,"name":"Versatile Trickster","entries":["At 13th level, you gain the ability to distract targets with your {@spell 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":17,"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."]}]},{"name":"Arcane Trickster","source":"XPHB","image":"classes/XPHB/Arcane Trickster Rogue.webp","gallery":[{"path":"classes/XPHB/Arcane Trickster Rogue.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Arcane Trickster","entries":["{@i Enhance Stealth with Arcane Spells}","Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.",{"type":"entries","name":"Spellcasting","entries":["You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.",{"type":"entries","name":"Cantrips","entries":["You know three cantrips: {@spell Mage Hand|XPHB} and two other cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Mind Sliver|XPHB} and {@spell Minor Illusion|XPHB} are recommended.","Whenever you gain a Rogue level, you can replace one of your cantrips, except {@spell Mage Hand|XPHB}, with another Wizard cantrip of your choice.","When you reach Rogue level 10, you learn another Wizard cantrip of your choice."]},{"type":"entries","name":"Spell Slots","entries":["The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of 1st+ Level","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, and {@spell Fog Cloud|XPHB} are recommended.","The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Wizard spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells."]}]},{"type":"entries","name":"Mage Hand Legerdemain","entries":["When you cast {@spell Mage Hand|XPHB}, you can cast it as a {@variantrule Bonus Action|XPHB}, and you can make the spectral hand {@condition Invisible|XPHB}. You can control the hand as a {@variantrule Bonus Action|XPHB}, and through it, you can make Dexterity ({@skill Sleight of Hand|XPHB}) checks."]}]},{"level":9,"name":"Magical Ambush","entries":["If you have the {@condition Invisible|XPHB} condition when you cast a spell on a creature, it has {@variantrule Disadvantage|XPHB} on any saving throw it makes against the spell on the same turn."]},{"level":13,"name":"Versatile Trickster","entries":["You gain the ability to distract targets with your {@spell Mage Hand|XPHB}. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand."]},{"level":17,"name":"Spell Thief","entries":["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 take a {@variantrule Reaction|XPHB} to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.","Once you steal a spell with this feature, you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Assassin","source":"PHB","features":[{"level":3,"name":"Assassin","entries":["You focus your training on the grim art of 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.","Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.",{"type":"entries","name":"Assassinate","entries":["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 {@status surprised} is a critical hit."]},{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb} and the {@item poisoner's kit|phb}."]}]},{"level":9,"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":13,"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 ({@skill Deception}) check you make to avoid detection."]},{"level":17,"name":"Death Strike","entries":["Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status 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."]}]},{"name":"Assassin","source":"XPHB","image":"classes/XPHB/Assassin Rogue.webp","gallery":[{"path":"classes/XPHB/Assassin Rogue.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Assassin","entries":["{@i Practice the Grim Art of Death}","An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.",{"type":"entries","name":"Assassinate","entries":["You're adept at ambushing a target, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Initiative","entries":["You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls."]},{"type":"entries","name":"Surprising Strikes","entries":["During the first round of each combat, you have {@variantrule Advantage|XPHB} on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level."]}]}]},{"type":"entries","name":"Assassin's Tools","entries":["You gain a {@item Disguise Kit|XPHB} and a {@item Poisoner's Kit|XPHB}, and you have proficiency with them."]}]},{"level":9,"name":"Infiltration Expertise","entries":["You are expert at the following techniques that aid your infiltrations.",{"type":"entries","entries":[{"type":"entries","name":"Masterful Mimicry","entries":["You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them."]},{"type":"entries","name":"Roving Aim","entries":["Your {@variantrule Speed|XPHB} isn't reduced to 0 by using Steady Aim."]}]}]},{"level":13,"name":"Envenom Weapons","entries":["When you use the Poison option of your Cunning Strike, the target also takes {@damage 2d6} Poison damage whenever it fails the saving throw. This damage ignores {@variantrule Resistance|XPHB} to Poison damage."]},{"level":17,"name":"Death Strike","entries":["When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}), or the attack's damage is doubled against the target."]}]},{"name":"Inquisitive","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Inquisitive","entries":["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.",{"type":"entries","name":"Ear for Deceit","entries":["When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom ({@skill Insight}) check to determine whether a creature is lying, treat a roll of 7 or lower on the {@dice d20} as an 8."]},{"type":"entries","name":"Eye for Detail","entries":["Starting at 3rd level, you can use a bonus action to make a Wisdom ({@skill Perception}) check to spot a hidden creature or object or to make an Intelligence ({@skill Investigation}) check to uncover or decipher clues."]},{"type":"entries","name":"Insightful Fighting","entries":["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 ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill 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":9,"name":"Steady Eye","entries":["Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn."]},{"level":13,"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 {@condition blinded} or {@condition 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":17,"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 {@damage 3d6}."]}]},{"name":"Mastermind","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Mastermind","entries":["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.",{"type":"entries","name":"Master of Intrigue","entries":["When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} 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."]},{"type":"entries","name":"Master of Tactics","entries":["Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action 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":9,"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:",{"type":"list","items":["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":13,"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":17,"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 ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill 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."]}]},{"name":"Phantom","source":"RHW","image":"classes/RHW/Phantom Rogue.webp","gallery":[{"path":"classes/RHW/Phantom Rogue.webp","title":"Phantom Rogue","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Phantom","entries":["{@i Embrace Death and Wield Ghostly Power}","Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.",{"type":"entries","name":"Wails from the Grave","entries":["Immediately after you deal 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 damage 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 it.","You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Whispers of the Dead","entries":["Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, 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 benefit again to choose a different proficiency."]}]},{"level":9,"name":"Tokens of the Departed","entries":["The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.","You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the {@item Trinket|XPHB|Trinkets table} in the {@book Player's Handbook|XPHB} to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.",{"type":"entries","name":"Using Soul Trinkets","entries":["You can use soul trinkets in the following ways:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Death's Knell","entry":"When you deal Sneak Attack damage on your turn, you can destroy one soul trinket and immediately use Wails from the Grave without expending a use of that feature."},{"type":"item","name":"Life Essence","entry":"While you have at least one soul trinket, you have {@variantrule Advantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws} and Constitution saving throws."},{"type":"item","name":"Spirit Query","entry":"You can take a {@action Magic|XPHB} action to destroy one soul trinket and immediately cast the {@spell Augury|XPHB} spell, requiring no spell components and using Constitution as the spellcasting modifier. If you know the creature with which the trinket is associated, you can ask the creature's spirit one question instead of casting the spell. In this case, the spirit appears to you and answers as concisely as possible in a language it knew in life."}]}]},{"type":"entries","name":"Gaining Additional Soul Trinkets","entries":["When a creature you can see within 30 feet of you dies, you can take a {@variantrule Reaction|XPHB} to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.","You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).","Whenever you finish a {@variantrule Long Rest|XPHB} with fewer than two soul trinkets, you gain soul trinkets until you have two."]}]},{"level":9,"name":"Voice of Death","entries":["You can cast {@spell Speak with Dead|XPHB} once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.","When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer."]},{"level":13,"name":"Ghost Walk","entries":["As a {@variantrule Bonus Action|XPHB}, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.",{"type":"entries","name":"Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} of 10 feet and can hover."]},{"type":"entries","name":"Hazy Form","entries":["Attack rolls have {@variantrule Disadvantage|XPHB} against you."]},{"type":"entries","name":"Incorporeal Movement","entries":["You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]}]},{"level":17,"name":"Death's Friend","entries":["Your association with death has become so close that you gain the following benefits.",{"type":"entries","name":"Death's Lament","entries":["When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature."]},{"type":"entries","name":"Draw of Death","entries":["When you roll {@variantrule Initiative|XPHB}, you gain one soul trinket for your Tokens of the Departed if you have none remaining."]}]}]},{"name":"Phantom","source":"TCE","image":"classes/TCE/Phantom Rogue.webp","gallery":[{"path":"classes/TCE/Phantom Rogue.webp"}],"features":[{"level":3,"name":"Phantom","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?",{"type":"entries","name":"Whispers of the Dead","entries":["{@i 3rd-level Phantom feature}","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."]},{"type":"entries","name":"Wails from the Grave","entries":["{@i 3rd-level Phantom feature}","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."]}]},{"level":9,"name":"Tokens of the Departed","entries":["{@i 9th-level Phantom feature}","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 {@item Trinket|phb|Trinkets} table in the {@i 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:",{"type":"list","items":["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."]}]},{"level":13,"name":"Ghost Walk","entries":["{@i 13th-level Phantom feature}","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 {@quickref difficult terrain||3}, but you take {@damage 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."]},{"level":17,"name":"Death's Friend","entries":["{@i 17th-level Phantom feature}","Your association with death has become so close that you gain the following benefits:",{"type":"list","items":["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."]}]}]},{"name":"Scion of the Three","source":"FRHoF","image":"classes/FRHoF/Scion of the Three Rogue.webp","gallery":[{"path":"classes/FRHoF/Scion of the Three Rogue.webp","credit":"Tneh Keong"}],"features":[{"level":3,"name":"Scion of the Three","entries":["{@i Become a Gruesome Agent of Malice}","A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: {@deity Bane|Faerûnian|FRHoF}, deity of tyranny; {@deity Bhaal|Faerûnian|FRHoF}, deity of violence and murder; and {@deity Myrkul|Faerûnian|FRHoF}, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.","Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, and {@deity Myrkul|Faerûnian|FRHoF} often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.",{"type":"entries","name":"Bloodthirst","entries":["When an enemy you can see within 30 feet of yourself takes damage and is {@status Bloodied|XPHB} after taking that damage but not killed outright, you can take a {@variantrule Reaction|XPHB} and {@variantrule Teleportation|XPHB|teleport} to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Dread Allegiance","entries":["Choose one of the Dead Three: {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, or {@deity Myrkul|Faerûnian|FRHoF}. You gain {@variantrule Resistance|XPHB} to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a {@variantrule Long Rest|XPHB}, you can change your choice.",{"type":"table","page":7,"colLabels":["God","Damage Resistance","Cantrip"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Bane|Faerûnian|FRHoF}","Psychic","{@spell Minor Illusion|XPHB}"],["{@deity Bhaal|Faerûnian|FRHoF}","Poison","{@spell Blade Ward|XPHB}"],["{@deity Myrkul|Faerûnian|FRHoF}","Necrotic","{@spell Chill Touch|XPHB}"]]}]}]},{"level":9,"name":"Strike Fear","entries":["You gain the following {@classFeature Cunning Strike|Rogue|XPHB|5|XPHB} option.",{"type":"entries","name":"Terrify (Cost: {@dice 1d6})","page":7,"entries":["The target must succeed on a Wisdom saving throw, or it has the {@condition Frightened|XPHB} condition for 1 minute. While the target is Frightened in this way, you have {@variantrule Advantage|XPHB} on attack rolls against the target.","The {@condition Frightened|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success."]}]},{"level":13,"name":"Aura of Malevolence","entries":["You radiate malignant power associated with one of the Dead Three. When you use {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage {@variantrule Resistance|XPHB} granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores {@variantrule Resistance|XPHB}."]},{"level":17,"name":"Dread Incarnate","entries":["You gain the following benefits.",{"type":"entries","name":"Cutthroat","page":7,"entries":["You regain one expended use of {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} when you finish a {@variantrule Short Rest|XPHB}."]},{"type":"entries","name":"Murderous Intent","page":7,"entries":["When you roll for your {@classFeature Sneak Attack|Rogue|XPHB|1|XPHB} damage, you can treat a roll of a 1 or 2 on the die as a 3."]}]}]},{"name":"Scout","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Scout","entries":["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.",{"type":"entries","name":"Skirmisher","entries":["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."]},{"type":"entries","name":"Survivalist","entries":["When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill 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":9,"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":13,"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":17,"name":"Sudden Strike","entries":["Starting at 17th level, you can strike with deadly speed. If you take the {@action 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."]}]},{"name":"Soulknife","source":"TCE","image":"classes/TCE/Soulknife Rogue.webp","gallery":[{"path":"classes/TCE/Soulknife Rogue.webp"}],"features":[{"level":3,"name":"Soulknife","entries":["Most assassins strike with physical weapons, and many burglars and spies use {@item thieves' tools|PHB} 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.",{"type":"entries","name":"Psionic Power","entries":["{@i 3rd-level Soulknife feature}","You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice 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 ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).","The powers below use your Psionic Energy dice.",{"type":"options","entries":[{"type":"entries","name":"Psi-Bolstered Knack","entries":["When your non-psionic 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."]},{"type":"entries","name":"Psychic Whispers","entries":["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."]}]}]},{"type":"entries","name":"Psychic Blades","entries":["{@i 3rd-level Soulknife feature}","You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the {@action 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 {@damage 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 {@damage 1d4}, instead of {@damage 1d6}."]}]},{"level":9,"name":"Soul Blades","entries":["{@i 9th-level Soulknife feature}","Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:",{"type":"options","entries":[{"type":"entries","name":"Homing Strikes","entries":["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."]},{"type":"entries","name":"Psychic Teleportation","entries":["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."]}]}]},{"level":13,"name":"Psychic Veil","entries":["{@i 13th-level Soulknife feature}","You can weave a veil of psychic static to mask yourself. As an action, you can magically become {@condition 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."]},{"level":17,"name":"Rend Mind","entries":["{@i 17th-level Soulknife feature}","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 {@condition stunned} for 1 minute. The {@condition 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."]}]},{"name":"Soulknife","source":"XPHB","image":"classes/XPHB/Soulknife Rogue.webp","gallery":[{"path":"classes/XPHB/Soulknife Rogue.webp","credit":"Yuhong Ding"}],"features":[{"level":3,"name":"Soulknife","entries":["{@i Strike Foes with Psionic Blades}","A Soulknife strikes 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. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.",{"type":"entries","name":"Psionic Power","entries":["You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.",{"type":"table","caption":"Soulknife Energy Dice","colLabels":["Rogue Level","Die Size","Number"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["3","{@dice D6}","4"],["5","{@dice D8}","6"],["9","{@dice D8}","8"],["11","{@dice D10}","8"],["13","{@dice D10}","10"],["17","{@dice D12}","12"]]},"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.","You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Psi-Bolstered Knack","entries":["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. The die is expended only if the roll then succeeds."]},{"type":"entries","name":"Psychic Whispers","entries":["You can establish telepathic communication between yourself and others. As a {@action Magic|XPHB} action, choose one or more creatures you can see, up to a number of creatures equal to your {@variantrule Proficiency|XPHB|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 end the telepathic connection at any time (no action required)."]},"The first time you use this power after each {@variantrule Long Rest|XPHB}, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die."]},{"type":"entries","name":"Psychic Blades","entries":["You can manifest shimmering blades of psychic energy. Whenever you take the {@action Attack|XPHB} action or make an {@action Opportunity Attack|XPHB}, you can manifest a {@item Psychic Blade|XPHB} in your free hand and make the attack with that blade. The magic blade has the following traits:",{"type":"statblock","tag":"item","name":"Psychic Blade","source":"XPHB"},"The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.","After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a {@variantrule Bonus Action|XPHB} on the same turn if your other hand is free to create it. The damage die of this bonus attack is {@damage 1d4} instead of {@damage 1d6}."]}]},{"level":9,"name":"Soul Blades","entries":["You can now use the following powers with your Psychic Blades.",{"type":"entries","name":"Homing Strikes","entries":["If you make an attack roll with your {@item Psychic Blade|XPHB} 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, the die is expended."]},{"type":"entries","name":"Psychic Teleportation","entries":["As a {@variantrule Bonus Action|XPHB}, you manifest a {@item Psychic Blade|XPHB}, 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."]}]},{"level":13,"name":"Psychic Veil","entries":["You can weave a veil of psychic static to mask yourself. As a {@action Magic|XPHB} action, you gain the {@condition Invisible|XPHB} condition 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 {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"level":17,"name":"Rend Mind","entries":["You can sweep your Psychic Blades 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 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). If the save fails, the target has the {@condition Stunned|XPHB} condition for 1 minute. The {@condition Stunned|XPHB} target repeats the save 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 {@variantrule Long Rest|XPHB} unless you expend three Psionic Energy Dice (no action required) to restore your use of it."]}]},{"name":"Swashbuckler","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Swashbuckler","entries":["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.","A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.",{"type":"entries","name":"Fancy Footwork","entries":["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."]},{"type":"entries","name":"Rakish Audacity","entries":["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 your attack roll to use 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":9,"name":"Panache","entries":["At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill 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 {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it."]},{"level":13,"name":"Elegant Maneuver","entries":["Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn."]},{"level":17,"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."]}]},{"name":"Thief","source":"PHB","features":[{"level":3,"name":"Thief","entries":["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.",{"type":"entries","name":"Fast Hands","entries":["Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ({@skill Sleight of Hand}) check, use your {@item thieves' tools|phb} to disarm a trap or open a lock, or take the {@action Use an Object} action."]},{"type":"entries","name":"Second-Story Work","entries":["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":9,"name":"Supreme Sneak","entries":["Starting at 9th level, you have advantage on a Dexterity ({@skill Stealth}) check if you move no more than half your speed on the same turn."]},{"level":13,"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":17,"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 {@status surprised}."]}]},{"name":"Thief","source":"XPHB","image":"classes/XPHB/Thief Rogue.webp","gallery":[{"path":"classes/XPHB/Thief Rogue.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Thief","entries":["{@i Hunt for Treasure as a Classic Adventurer}","A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.",{"type":"entries","name":"Fast Hands","entries":["As a {@variantrule Bonus Action|XPHB}, you can do one of the following.",{"type":"entries","entries":[{"type":"entries","name":"Sleight of Hand","entries":["Make a Dexterity ({@skill Sleight of Hand|XPHB}) check to pick a lock or disarm a trap with {@item Thieves' Tools|XPHB} or to pick a pocket."]},{"type":"entries","name":"Use an Object","entries":["Take the {@action Utilize|XPHB} action, or take the {@action Magic|XPHB} action to use a magic item that requires that action."]}]}]},{"type":"entries","name":"Second-Story Work","entries":["You've trained to get into especially hard-to-reach places, granting you these benefits.",{"type":"entries","entries":[{"type":"entries","name":"Climber","entries":["You gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Jumper","entries":["You can determine your jump distance using your Dexterity rather than your Strength."]}]}]}]},{"level":9,"name":"Supreme Sneak","entries":["You gain the following Cunning Strike option.",{"type":"entries","entries":[{"type":"entries","name":"Stealth Attack (Cost: 1d6)","entries":["If you have the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition on you if you end the turn behind {@variantrule Cover|XPHB|Three-Quarters Cover} or {@variantrule Cover|XPHB|Total Cover}."]}]}]},{"level":13,"name":"Use Magic Device","entries":["You've learned how to maximize use of magic items, granting you the following benefits.",{"type":"entries","name":"Attunement","entries":["You can attune to up to four magic items at once."]},{"type":"entries","name":"Charges","entries":["Whenever you use a magic item property that expends charges, roll {@dice 1d6}. On a roll of 6, you use the property without expending the charges."]},{"type":"entries","name":"Scrolls","entries":["You can use any {@item Spell Scroll|XDMG}, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({@skill Arcana|XPHB}) check ({@dc 10} plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."]}]},{"level":17,"name":"Thief's Reflexes","entries":["You are 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 {@variantrule Initiative|XPHB} and your second turn at your {@variantrule Initiative|XPHB} minus 10."]}]}],"lore":[{"type":"section","name":"Rogue","source":"XPHB","page":128,"entries":["Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.","In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.","Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues."]}],"gallery":[{"path":"classes/XPHB/Rogue.webp","credit":"Aurore Folny"},{"path":"classes/XPHB/099-04-014.cunning-rogue.webp","credit":"Bryan Sola"},{"path":"classes/XPHB/101-04-016.rogue-v-dragon.webp","credit":"Billy Christian"},{"path":"classes/XPHB/104-04-019.sneak-attack.webp","credit":"Evyn Fong"}],"otherVersions":[{"id":"rogue-phb","source":"PHB"}]},{"id":"rogue-phb","name":"Rogue","source":"PHB","page":94,"srd":false,"image":"classes/PHB/Rogue.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Dexterity, Intelligence","proficiencies":"Armor: Light · Weapons: Simple, Hand crossbow, Longsword, Rapier, Shortsword · Tools: Thieves' tools · Skills: choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth","armorProficiencies":"Light","weaponProficiencies":"Simple, Hand crossbow, Longsword, Rapier, Shortsword","toolProficiencies":"Thieves' tools","subclassTitle":"Roguish Archetype","table":{"headers":["Level","Prof. Bonus","Features","Sneak Attack"],"rows":[["1","+2","Expertise, Sneak Attack, Thieves' Cant","-"],["2","+2","Cunning Action","-"],["3","+2","Roguish Archetype, Steady Aim","-"],["4","+2","Ability Score Improvement","-"],["5","+3","Uncanny Dodge","-"],["6","+3","Expertise","-"],["7","+3","Evasion","-"],["8","+3","Ability Score Improvement","-"],["9","+4","Roguish Archetype feature","-"],["10","+4","Ability Score Improvement","-"],["11","+4","Reliable Talent","-"],["12","+4","Ability Score Improvement","-"],["13","+5","Roguish Archetype feature","-"],["14","+5","Blindsense","-"],["15","+5","Slippery Mind","-"],["16","+5","Ability Score Improvement","-"],["17","+6","Roguish Archetype feature","-"],["18","+6","Elusive","-"],["19","+6","Ability Score Improvement","-"],["20","+6","Stroke of Luck","-"]]},"features":[{"level":1,"name":"Expertise","entries":["At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with {@item thieves' tools|phb}. 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 {@item thieves' tools|phb}) to gain this benefit."]},{"level":1,"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 {@damage 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 {@condition 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."]},{"level":1,"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."]},{"level":2,"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 {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"level":3,"name":"Roguish Archetype","entries":["At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level."]},{"level":3,"name":"Steady Aim","entries":["{@i 3rd-level rogue {@variantrule optional class features|tce|optional 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."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":5,"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."]},{"level":6,"name":"Expertise","entries":["At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain the benefit of Expertise."]},{"level":7,"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 {@spell 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."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":9,"name":"Roguish Archetype feature","entries":["At 9th level, you gain a feature granted by your Roguish Archetype."]},{"level":10,"name":"Ability Score Improvement","entries":["When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":11,"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 {@dice d20} roll of 9 or lower as a 10."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"name":"Roguish Archetype feature","entries":["At 13th level, you gain a feature granted by your Roguish Archetype."]},{"level":14,"name":"Blindsense","entries":["Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or {@condition invisible} creature within 10 feet of you."]},{"level":15,"name":"Slippery Mind","entries":["By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Roguish Archetype feature","entries":["At 17th level, you gain a feature granted by your Roguish Archetype."]},{"level":18,"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 {@condition incapacitated}."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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 {@dice d20} roll as a 20.","Once you use this feature, you can't use it again until you finish a short or long rest."]}],"subclasses":[{"name":"Arcane Trickster","source":"PHB","features":[{"level":3,"name":"Arcane Trickster","entries":["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.",{"type":"entries","name":"Spellcasting","entries":["When you reach 3rd level, you gain the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You learn three cantrips: {@spell 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."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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 {@spell charm person} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell charm person} using either slot."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spells Known of 1st-Level and Higher","entries":["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 3rd, 8th, 14th, or 20th level from any school of magic."]}]},{"type":"entries","entries":[{"type":"entries","name":"Spellcasting Ability","entries":["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.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]}]}]},{"type":"entries","name":"Mage Hand Legerdemain","entries":["Starting at 3rd level, when you cast {@spell mage hand}, you can make the spectral hand {@condition invisible}, and you can perform the following additional tasks with it:",{"type":"list","items":["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 {@item thieves' tools|phb} to pick locks and disarm traps at range."]},"You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check.","In addition, you can use the bonus action granted by your Cunning Action to control the hand."]}]},{"level":9,"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":13,"name":"Versatile Trickster","entries":["At 13th level, you gain the ability to distract targets with your {@spell 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":17,"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."]}]},{"name":"Arcane Trickster","source":"XPHB","image":"classes/XPHB/Arcane Trickster Rogue.webp","gallery":[{"path":"classes/XPHB/Arcane Trickster Rogue.webp","credit":"Nathaniel Himawan"}],"features":[{"level":3,"name":"Arcane Trickster","entries":["{@i Enhance Stealth with Arcane Spells}","Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.",{"type":"entries","name":"Spellcasting","entries":["You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.",{"type":"entries","name":"Cantrips","entries":["You know three cantrips: {@spell Mage Hand|XPHB} and two other cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Mind Sliver|XPHB} and {@spell Minor Illusion|XPHB} are recommended.","Whenever you gain a Rogue level, you can replace one of your cantrips, except {@spell Mage Hand|XPHB}, with another Wizard cantrip of your choice.","When you reach Rogue level 10, you learn another Wizard cantrip of your choice."]},{"type":"entries","name":"Spell Slots","entries":["The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of 1st+ Level","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, and {@spell Fog Cloud|XPHB} are recommended.","The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Wizard spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells."]}]},{"type":"entries","name":"Mage Hand Legerdemain","entries":["When you cast {@spell Mage Hand|XPHB}, you can cast it as a {@variantrule Bonus Action|XPHB}, and you can make the spectral hand {@condition Invisible|XPHB}. You can control the hand as a {@variantrule Bonus Action|XPHB}, and through it, you can make Dexterity ({@skill Sleight of Hand|XPHB}) checks."]}]},{"level":9,"name":"Magical Ambush","entries":["If you have the {@condition Invisible|XPHB} condition when you cast a spell on a creature, it has {@variantrule Disadvantage|XPHB} on any saving throw it makes against the spell on the same turn."]},{"level":13,"name":"Versatile Trickster","entries":["You gain the ability to distract targets with your {@spell Mage Hand|XPHB}. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand."]},{"level":17,"name":"Spell Thief","entries":["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 take a {@variantrule Reaction|XPHB} to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.","Once you steal a spell with this feature, you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Assassin","source":"PHB","features":[{"level":3,"name":"Assassin","entries":["You focus your training on the grim art of 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.","Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.",{"type":"entries","name":"Assassinate","entries":["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 {@status surprised} is a critical hit."]},{"type":"entries","name":"Bonus Proficiencies","entries":["When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb} and the {@item poisoner's kit|phb}."]}]},{"level":9,"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":13,"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 ({@skill Deception}) check you make to avoid detection."]},{"level":17,"name":"Death Strike","entries":["Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status 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."]}]},{"name":"Assassin","source":"XPHB","image":"classes/XPHB/Assassin Rogue.webp","gallery":[{"path":"classes/XPHB/Assassin Rogue.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Assassin","entries":["{@i Practice the Grim Art of Death}","An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.",{"type":"entries","name":"Assassinate","entries":["You're adept at ambushing a target, granting you the following benefits.",{"type":"entries","entries":[{"type":"entries","name":"Initiative","entries":["You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls."]},{"type":"entries","name":"Surprising Strikes","entries":["During the first round of each combat, you have {@variantrule Advantage|XPHB} on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level."]}]}]},{"type":"entries","name":"Assassin's Tools","entries":["You gain a {@item Disguise Kit|XPHB} and a {@item Poisoner's Kit|XPHB}, and you have proficiency with them."]}]},{"level":9,"name":"Infiltration Expertise","entries":["You are expert at the following techniques that aid your infiltrations.",{"type":"entries","entries":[{"type":"entries","name":"Masterful Mimicry","entries":["You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them."]},{"type":"entries","name":"Roving Aim","entries":["Your {@variantrule Speed|XPHB} isn't reduced to 0 by using Steady Aim."]}]}]},{"level":13,"name":"Envenom Weapons","entries":["When you use the Poison option of your Cunning Strike, the target also takes {@damage 2d6} Poison damage whenever it fails the saving throw. This damage ignores {@variantrule Resistance|XPHB} to Poison damage."]},{"level":17,"name":"Death Strike","entries":["When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}), or the attack's damage is doubled against the target."]}]},{"name":"Inquisitive","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Inquisitive","entries":["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.",{"type":"entries","name":"Ear for Deceit","entries":["When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom ({@skill Insight}) check to determine whether a creature is lying, treat a roll of 7 or lower on the {@dice d20} as an 8."]},{"type":"entries","name":"Eye for Detail","entries":["Starting at 3rd level, you can use a bonus action to make a Wisdom ({@skill Perception}) check to spot a hidden creature or object or to make an Intelligence ({@skill Investigation}) check to uncover or decipher clues."]},{"type":"entries","name":"Insightful Fighting","entries":["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 ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill 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":9,"name":"Steady Eye","entries":["Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn."]},{"level":13,"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 {@condition blinded} or {@condition 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":17,"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 {@damage 3d6}."]}]},{"name":"Mastermind","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Mastermind","entries":["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.",{"type":"entries","name":"Master of Intrigue","entries":["When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} 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."]},{"type":"entries","name":"Master of Tactics","entries":["Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action 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":9,"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:",{"type":"list","items":["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":13,"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":17,"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 ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill 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."]}]},{"name":"Phantom","source":"RHW","image":"classes/RHW/Phantom Rogue.webp","gallery":[{"path":"classes/RHW/Phantom Rogue.webp","title":"Phantom Rogue","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Phantom","entries":["{@i Embrace Death and Wield Ghostly Power}","Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.",{"type":"entries","name":"Wails from the Grave","entries":["Immediately after you deal 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 damage 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 it.","You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Whispers of the Dead","entries":["Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, 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 benefit again to choose a different proficiency."]}]},{"level":9,"name":"Tokens of the Departed","entries":["The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.","You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the {@item Trinket|XPHB|Trinkets table} in the {@book Player's Handbook|XPHB} to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.",{"type":"entries","name":"Using Soul Trinkets","entries":["You can use soul trinkets in the following ways:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Death's Knell","entry":"When you deal Sneak Attack damage on your turn, you can destroy one soul trinket and immediately use Wails from the Grave without expending a use of that feature."},{"type":"item","name":"Life Essence","entry":"While you have at least one soul trinket, you have {@variantrule Advantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws} and Constitution saving throws."},{"type":"item","name":"Spirit Query","entry":"You can take a {@action Magic|XPHB} action to destroy one soul trinket and immediately cast the {@spell Augury|XPHB} spell, requiring no spell components and using Constitution as the spellcasting modifier. If you know the creature with which the trinket is associated, you can ask the creature's spirit one question instead of casting the spell. In this case, the spirit appears to you and answers as concisely as possible in a language it knew in life."}]}]},{"type":"entries","name":"Gaining Additional Soul Trinkets","entries":["When a creature you can see within 30 feet of you dies, you can take a {@variantrule Reaction|XPHB} to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.","You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).","Whenever you finish a {@variantrule Long Rest|XPHB} with fewer than two soul trinkets, you gain soul trinkets until you have two."]}]},{"level":9,"name":"Voice of Death","entries":["You can cast {@spell Speak with Dead|XPHB} once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.","When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer."]},{"level":13,"name":"Ghost Walk","entries":["As a {@variantrule Bonus Action|XPHB}, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.",{"type":"entries","name":"Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} of 10 feet and can hover."]},{"type":"entries","name":"Hazy Form","entries":["Attack rolls have {@variantrule Disadvantage|XPHB} against you."]},{"type":"entries","name":"Incorporeal Movement","entries":["You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]}]},{"level":17,"name":"Death's Friend","entries":["Your association with death has become so close that you gain the following benefits.",{"type":"entries","name":"Death's Lament","entries":["When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature."]},{"type":"entries","name":"Draw of Death","entries":["When you roll {@variantrule Initiative|XPHB}, you gain one soul trinket for your Tokens of the Departed if you have none remaining."]}]}]},{"name":"Phantom","source":"TCE","image":"classes/TCE/Phantom Rogue.webp","gallery":[{"path":"classes/TCE/Phantom Rogue.webp"}],"features":[{"level":3,"name":"Phantom","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?",{"type":"entries","name":"Whispers of the Dead","entries":["{@i 3rd-level Phantom feature}","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."]},{"type":"entries","name":"Wails from the Grave","entries":["{@i 3rd-level Phantom feature}","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."]}]},{"level":9,"name":"Tokens of the Departed","entries":["{@i 9th-level Phantom feature}","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 {@item Trinket|phb|Trinkets} table in the {@i 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:",{"type":"list","items":["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."]}]},{"level":13,"name":"Ghost Walk","entries":["{@i 13th-level Phantom feature}","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 {@quickref difficult terrain||3}, but you take {@damage 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."]},{"level":17,"name":"Death's Friend","entries":["{@i 17th-level Phantom feature}","Your association with death has become so close that you gain the following benefits:",{"type":"list","items":["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."]}]}]},{"name":"Scion of the Three","source":"FRHoF","image":"classes/FRHoF/Scion of the Three Rogue.webp","gallery":[{"path":"classes/FRHoF/Scion of the Three Rogue.webp","credit":"Tneh Keong"}],"features":[{"level":3,"name":"Scion of the Three","entries":["{@i Become a Gruesome Agent of Malice}","A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: {@deity Bane|Faerûnian|FRHoF}, deity of tyranny; {@deity Bhaal|Faerûnian|FRHoF}, deity of violence and murder; and {@deity Myrkul|Faerûnian|FRHoF}, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.","Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, and {@deity Myrkul|Faerûnian|FRHoF} often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.",{"type":"entries","name":"Bloodthirst","entries":["When an enemy you can see within 30 feet of yourself takes damage and is {@status Bloodied|XPHB} after taking that damage but not killed outright, you can take a {@variantrule Reaction|XPHB} and {@variantrule Teleportation|XPHB|teleport} to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Dread Allegiance","entries":["Choose one of the Dead Three: {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, or {@deity Myrkul|Faerûnian|FRHoF}. You gain {@variantrule Resistance|XPHB} to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a {@variantrule Long Rest|XPHB}, you can change your choice.",{"type":"table","page":7,"colLabels":["God","Damage Resistance","Cantrip"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Bane|Faerûnian|FRHoF}","Psychic","{@spell Minor Illusion|XPHB}"],["{@deity Bhaal|Faerûnian|FRHoF}","Poison","{@spell Blade Ward|XPHB}"],["{@deity Myrkul|Faerûnian|FRHoF}","Necrotic","{@spell Chill Touch|XPHB}"]]}]}]},{"level":9,"name":"Strike Fear","entries":["You gain the following {@classFeature Cunning Strike|Rogue|XPHB|5|XPHB} option.",{"type":"entries","name":"Terrify (Cost: {@dice 1d6})","page":7,"entries":["The target must succeed on a Wisdom saving throw, or it has the {@condition Frightened|XPHB} condition for 1 minute. While the target is Frightened in this way, you have {@variantrule Advantage|XPHB} on attack rolls against the target.","The {@condition Frightened|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success."]}]},{"level":13,"name":"Aura of Malevolence","entries":["You radiate malignant power associated with one of the Dead Three. When you use {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage {@variantrule Resistance|XPHB} granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores {@variantrule Resistance|XPHB}."]},{"level":17,"name":"Dread Incarnate","entries":["You gain the following benefits.",{"type":"entries","name":"Cutthroat","page":7,"entries":["You regain one expended use of {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} when you finish a {@variantrule Short Rest|XPHB}."]},{"type":"entries","name":"Murderous Intent","page":7,"entries":["When you roll for your {@classFeature Sneak Attack|Rogue|XPHB|1|XPHB} damage, you can treat a roll of a 1 or 2 on the die as a 3."]}]}]},{"name":"Scout","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Scout","entries":["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.",{"type":"entries","name":"Skirmisher","entries":["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."]},{"type":"entries","name":"Survivalist","entries":["When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill 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":9,"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":13,"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":17,"name":"Sudden Strike","entries":["Starting at 17th level, you can strike with deadly speed. If you take the {@action 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."]}]},{"name":"Soulknife","source":"TCE","image":"classes/TCE/Soulknife Rogue.webp","gallery":[{"path":"classes/TCE/Soulknife Rogue.webp"}],"features":[{"level":3,"name":"Soulknife","entries":["Most assassins strike with physical weapons, and many burglars and spies use {@item thieves' tools|PHB} 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.",{"type":"entries","name":"Psionic Power","entries":["{@i 3rd-level Soulknife feature}","You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice 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 ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).","The powers below use your Psionic Energy dice.",{"type":"options","entries":[{"type":"entries","name":"Psi-Bolstered Knack","entries":["When your non-psionic 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."]},{"type":"entries","name":"Psychic Whispers","entries":["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."]}]}]},{"type":"entries","name":"Psychic Blades","entries":["{@i 3rd-level Soulknife feature}","You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the {@action 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 {@damage 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 {@damage 1d4}, instead of {@damage 1d6}."]}]},{"level":9,"name":"Soul Blades","entries":["{@i 9th-level Soulknife feature}","Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:",{"type":"options","entries":[{"type":"entries","name":"Homing Strikes","entries":["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."]},{"type":"entries","name":"Psychic Teleportation","entries":["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."]}]}]},{"level":13,"name":"Psychic Veil","entries":["{@i 13th-level Soulknife feature}","You can weave a veil of psychic static to mask yourself. As an action, you can magically become {@condition 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."]},{"level":17,"name":"Rend Mind","entries":["{@i 17th-level Soulknife feature}","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 {@condition stunned} for 1 minute. The {@condition 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."]}]},{"name":"Soulknife","source":"XPHB","image":"classes/XPHB/Soulknife Rogue.webp","gallery":[{"path":"classes/XPHB/Soulknife Rogue.webp","credit":"Yuhong Ding"}],"features":[{"level":3,"name":"Soulknife","entries":["{@i Strike Foes with Psionic Blades}","A Soulknife strikes 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. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.",{"type":"entries","name":"Psionic Power","entries":["You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.",{"type":"table","caption":"Soulknife Energy Dice","colLabels":["Rogue Level","Die Size","Number"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["3","{@dice D6}","4"],["5","{@dice D8}","6"],["9","{@dice D8}","8"],["11","{@dice D10}","8"],["13","{@dice D10}","10"],["17","{@dice D12}","12"]]},"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.","You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Psi-Bolstered Knack","entries":["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. The die is expended only if the roll then succeeds."]},{"type":"entries","name":"Psychic Whispers","entries":["You can establish telepathic communication between yourself and others. As a {@action Magic|XPHB} action, choose one or more creatures you can see, up to a number of creatures equal to your {@variantrule Proficiency|XPHB|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 end the telepathic connection at any time (no action required)."]},"The first time you use this power after each {@variantrule Long Rest|XPHB}, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die."]},{"type":"entries","name":"Psychic Blades","entries":["You can manifest shimmering blades of psychic energy. Whenever you take the {@action Attack|XPHB} action or make an {@action Opportunity Attack|XPHB}, you can manifest a {@item Psychic Blade|XPHB} in your free hand and make the attack with that blade. The magic blade has the following traits:",{"type":"statblock","tag":"item","name":"Psychic Blade","source":"XPHB"},"The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.","After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a {@variantrule Bonus Action|XPHB} on the same turn if your other hand is free to create it. The damage die of this bonus attack is {@damage 1d4} instead of {@damage 1d6}."]}]},{"level":9,"name":"Soul Blades","entries":["You can now use the following powers with your Psychic Blades.",{"type":"entries","name":"Homing Strikes","entries":["If you make an attack roll with your {@item Psychic Blade|XPHB} 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, the die is expended."]},{"type":"entries","name":"Psychic Teleportation","entries":["As a {@variantrule Bonus Action|XPHB}, you manifest a {@item Psychic Blade|XPHB}, 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."]}]},{"level":13,"name":"Psychic Veil","entries":["You can weave a veil of psychic static to mask yourself. As a {@action Magic|XPHB} action, you gain the {@condition Invisible|XPHB} condition 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 {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it."]},{"level":17,"name":"Rend Mind","entries":["You can sweep your Psychic Blades 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 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). If the save fails, the target has the {@condition Stunned|XPHB} condition for 1 minute. The {@condition Stunned|XPHB} target repeats the save 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 {@variantrule Long Rest|XPHB} unless you expend three Psionic Energy Dice (no action required) to restore your use of it."]}]},{"name":"Swashbuckler","source":"XGE","image":"classes/XGE/Rogue.webp","gallery":[{"path":"classes/XGE/Rogue.webp"}],"features":[{"level":3,"name":"Swashbuckler","entries":["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.","A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.",{"type":"entries","name":"Fancy Footwork","entries":["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."]},{"type":"entries","name":"Rakish Audacity","entries":["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 your attack roll to use 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":9,"name":"Panache","entries":["At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill 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 {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it."]},{"level":13,"name":"Elegant Maneuver","entries":["Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn."]},{"level":17,"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."]}]},{"name":"Thief","source":"PHB","features":[{"level":3,"name":"Thief","entries":["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.",{"type":"entries","name":"Fast Hands","entries":["Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ({@skill Sleight of Hand}) check, use your {@item thieves' tools|phb} to disarm a trap or open a lock, or take the {@action Use an Object} action."]},{"type":"entries","name":"Second-Story Work","entries":["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":9,"name":"Supreme Sneak","entries":["Starting at 9th level, you have advantage on a Dexterity ({@skill Stealth}) check if you move no more than half your speed on the same turn."]},{"level":13,"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":17,"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 {@status surprised}."]}]},{"name":"Thief","source":"XPHB","image":"classes/XPHB/Thief Rogue.webp","gallery":[{"path":"classes/XPHB/Thief Rogue.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Thief","entries":["{@i Hunt for Treasure as a Classic Adventurer}","A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.",{"type":"entries","name":"Fast Hands","entries":["As a {@variantrule Bonus Action|XPHB}, you can do one of the following.",{"type":"entries","entries":[{"type":"entries","name":"Sleight of Hand","entries":["Make a Dexterity ({@skill Sleight of Hand|XPHB}) check to pick a lock or disarm a trap with {@item Thieves' Tools|XPHB} or to pick a pocket."]},{"type":"entries","name":"Use an Object","entries":["Take the {@action Utilize|XPHB} action, or take the {@action Magic|XPHB} action to use a magic item that requires that action."]}]}]},{"type":"entries","name":"Second-Story Work","entries":["You've trained to get into especially hard-to-reach places, granting you these benefits.",{"type":"entries","entries":[{"type":"entries","name":"Climber","entries":["You gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"entries","name":"Jumper","entries":["You can determine your jump distance using your Dexterity rather than your Strength."]}]}]}]},{"level":9,"name":"Supreme Sneak","entries":["You gain the following Cunning Strike option.",{"type":"entries","entries":[{"type":"entries","name":"Stealth Attack (Cost: 1d6)","entries":["If you have the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition on you if you end the turn behind {@variantrule Cover|XPHB|Three-Quarters Cover} or {@variantrule Cover|XPHB|Total Cover}."]}]}]},{"level":13,"name":"Use Magic Device","entries":["You've learned how to maximize use of magic items, granting you the following benefits.",{"type":"entries","name":"Attunement","entries":["You can attune to up to four magic items at once."]},{"type":"entries","name":"Charges","entries":["Whenever you use a magic item property that expends charges, roll {@dice 1d6}. On a roll of 6, you use the property without expending the charges."]},{"type":"entries","name":"Scrolls","entries":["You can use any {@item Spell Scroll|XDMG}, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({@skill Arcana|XPHB}) check ({@dc 10} plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."]}]},{"level":17,"name":"Thief's Reflexes","entries":["You are 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 {@variantrule Initiative|XPHB} and your second turn at your {@variantrule Initiative|XPHB} minus 10."]}]}],"lore":[{"name":"Rogue","type":"section","entries":["Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.","A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.","Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.","Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.",{"type":"entries","name":"Skill and Precision","entries":["Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.","When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities."]},{"type":"entries","name":"A Shady Living","entries":["Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.","As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure."]},{"type":"entries","name":"Creating a Rogue","entries":["As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?","What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.",{"type":"entries","name":"Quick Build","entries":["You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the {@background charlatan} background."]}]}],"page":94,"source":"PHB"},{"type":"section","entries":[{"type":"quote","entries":["People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes."],"by":"Barnabas Bladecutter"},"When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.","Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.","On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure.","The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character.",{"type":"quote","entries":["Thieves are the worst. I hate anyone that handles my stuff when I'm not looking, especially if they don't put it back where they found it."],"by":"Xanathar"},{"type":"entries","name":"Guilty Pleasures","entries":["Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.","A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.","What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?",{"type":"table","caption":"Guilty Pleasures","colLabels":["{@dice d6}","Pleasure"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Large gems"],[{"type":"cell","roll":{"exact":2}},"A smile from a pretty face"],[{"type":"cell","roll":{"exact":3}},"A new ring for your finger"],[{"type":"cell","roll":{"exact":4}},"The chance to deflate someone's ego"],[{"type":"cell","roll":{"exact":5}},"The finest food and drink"],[{"type":"cell","roll":{"exact":6}},"Adding to your collection of exotic coins"]]}]},{"type":"entries","name":"Adversaries","entries":["Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch.","If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.","Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?",{"type":"table","caption":"Adversaries","colLabels":["{@dice d6}","Adversary"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny"],[{"type":"cell","roll":{"exact":2}},"A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target"],[{"type":"cell","roll":{"exact":3}},"The master of the local thieves' guild, who wants you to join the organization or leave town"],[{"type":"cell","roll":{"exact":4}},"An art collector who uses illegal means to acquire masterpieces"],[{"type":"cell","roll":{"exact":5}},"A fence who uses you as a messenger to set up illicit meetings"],[{"type":"cell","roll":{"exact":6}},"The proprietor of an illegal pit fighting arena where you once took bets"]]}]},{"type":"entries","name":"Benefactor","entries":["Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.","If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?",{"type":"table","caption":"Benefactors","colLabels":["{@dice d6}","Benefactor"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor."],[{"type":"cell","roll":{"exact":2}},"The Beggar King has hidden you from your pursuers many times, in return for future considerations."],[{"type":"cell","roll":{"exact":3}},"A magistrate once kept you out of jail in return for information on a powerful crime lord."],[{"type":"cell","roll":{"exact":4}},"Your parents used their savings to bail you out of trouble in your younger days and are now destitute."],[{"type":"cell","roll":{"exact":5}},"A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it."],[{"type":"cell","roll":{"exact":6}},"A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor."]]}]}],"page":44,"source":"XGE"}],"gallery":[{"path":"classes/PHB/Rogue.webp"}],"hidden":true,"otherVersions":[{"id":"rogue","source":"XPHB"}]},{"id":"sorcerer","name":"Sorcerer","source":"XPHB","page":138,"srd":true,"image":"classes/XPHB/Sorcerer.webp","hitDie":"d6","primaryAbility":"Charisma","savingThrows":"Constitution, Charisma","proficiencies":"Weapons: Simple · Skills: choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion","armorProficiencies":"","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Sorcerer Subclass","table":{"headers":["Level","Prof. Bonus","Features","Sorcery Points","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Spellcasting, Innate Sorcery","0","4","2","2","-","-","-","-","-","-","-","-"],["2","+2","Font of Magic, Metamagic, Metamagic Options","2","4","4","3","-","-","-","-","-","-","-","-"],["3","+2","Sorcerer Subclass","3","4","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","4","5","7","4","3","-","-","-","-","-","-","-"],["5","+3","Sorcerous Restoration","5","5","9","4","3","2","-","-","-","-","-","-"],["6","+3","Subclass Feature","6","5","10","4","3","3","-","-","-","-","-","-"],["7","+3","Sorcery Incarnate","7","5","11","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","8","5","12","4","3","3","2","-","-","-","-","-"],["9","+4","-","9","5","14","4","3","3","3","1","-","-","-","-"],["10","+4","Metamagic","10","6","15","4","3","3","3","2","-","-","-","-"],["11","+4","-","11","6","16","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","12","6","16","4","3","3","3","2","1","-","-","-"],["13","+5","-","13","6","17","4","3","3","3","2","1","1","-","-"],["14","+5","Subclass Feature","14","6","17","4","3","3","3","2","1","1","-","-"],["15","+5","-","15","6","18","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","16","6","18","4","3","3","3","2","1","1","1","-"],["17","+6","Metamagic","17","6","19","4","3","3","3","2","1","1","1","1"],["18","+6","Subclass Feature","18","6","20","4","3","3","3","3","1","1","1","1"],["19","+6","Epic Boon","19","6","21","4","3","3","3","3","2","1","1","1"],["20","+6","Arcane Apotheosis","20","6","22","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Spellcasting","entries":["Drawing from your innate magic, you can cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the {@filter Sorcerer spell list|spells|class=Sorcerer} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know four Sorcerer cantrips of your choice. {@spell Light|XPHB}, {@spell Prestidigitation|XPHB}, {@spell Shocking Grasp|XPHB}, and {@spell Sorcerous Burst|XPHB} are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.","When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. {@spell Burning Hands|XPHB} and {@spell Detect Magic|XPHB} are recommended.","The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.","If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your Sorcerer spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Sorcerer spells."]}]}]},{"level":1,"name":"Innate Sorcery","entries":["An event in your past left an indelible mark on you, infusing you with simmering magic. As a {@variantrule Bonus Action|XPHB}, you can unleash that magic for 1 minute, during which you gain the following benefits:",{"type":"list","items":["The spell save DC of your Sorcerer spells increases by 1.","You have {@variantrule Advantage|XPHB} on the attack rolls of Sorcerer spells you cast."]},"You can use this feature twice, and you regain all expended uses of it when you finish a {@variantrule Long Rest|XPHB}."]},{"level":2,"name":"Font of Magic","entries":["You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.","You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a {@variantrule Long Rest|XPHB}.","You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.",{"type":"entries","entries":[{"type":"entries","name":"Converting Spell Slots to Sorcery Points","entries":["You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required)."]},{"type":"entries","name":"Creating Spell Slots","entries":["As a {@variantrule Bonus Action|XPHB}, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.","Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}.",{"type":"table","caption":"Creating Spell Slots","colLabels":["Spell Slot Level","Sorcery Point Cost","Min. Sorcerer Level"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","2","2"],["2","3","3"],["3","5","5"],["4","6","7"],["5","7","9"]]}]}]}]},{"level":2,"name":"Metamagic","entries":["Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.","You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.","Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17."]},{"level":2,"name":"Metamagic Options","entries":["The following options are available to your Metamagic feature. The options are presented in alphabetical order.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Careful Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Distant Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Empowered Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Extended Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Heightened Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Quickened Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Seeking Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Subtle Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Transmuted Spell|XPHB","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Twinned Spell|XPHB","preserve":{"consumes":true}}]}]},{"level":3,"name":"Sorcerer Subclass","entries":["You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16."]},{"level":5,"name":"Sorcerous Restoration","entries":["When you finish a {@variantrule Short Rest|XPHB}, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Sorcerer subclass."]},{"level":7,"name":"Sorcery Incarnate","entries":["If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the {@variantrule Bonus Action|XPHB} to activate it.","In addition, while your Innate Sorcery feature is active, you can use up to two of your {@filter Metamagic options|optionalfeatures|feature type=MM} on each spell you cast."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":10,"name":"Metamagic","entries":["Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" section later in this class's description.","You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.","Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Sorcerer subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Metamagic","entries":["Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" section later in this class's description.","You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.","Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know."]},{"level":18,"name":"Subclass Feature","entries":["You gain a feature from your Sorcerer subclass."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended."]},{"level":20,"name":"Arcane Apotheosis","entries":["While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it."]}],"subclasses":[{"name":"Aberrant Mind","source":"TCE","image":"classes/TCE/Aberrant Mind Sorcerer.webp","gallery":[{"path":"classes/TCE/Aberrant Mind Sorcerer.webp"}],"features":[{"level":1,"name":"Aberrant Mind","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.",{"type":"table","caption":"Aberrant Origins","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["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!"]]},{"type":"entries","name":"Psionic Spells","entries":["{@i 1st-level Aberrant Mind feature}","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 {@filter divination or an enchantment spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=D;E|level=1;2;3;4;5}.",{"type":"table","caption":"Psionic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell arms of Hadar}, {@spell dissonant whispers}, {@spell mind sliver|tce}"],["3rd","{@spell calm emotions}, {@spell detect thoughts}"],["5th","{@spell hunger of Hadar}, {@spell sending}"],["7th","{@spell Evard's black tentacles}, {@spell summon aberration|TCE}"],["9th","{@spell Rary's telepathic bond}, {@spell telekinesis}"]]}]},{"type":"entries","name":"Telepathic Speech","entries":["{@i 1st-level Aberrant Mind feature}","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 {@condition incapacitated} or die or if you use this ability to form a connection with a different creature."]}]},{"level":6,"name":"Psionic Sorcery","entries":["{@i 6th-level Aberrant Mind feature}","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."]},{"level":6,"name":"Psychic Defenses","entries":["{@i 6th-level Aberrant Mind feature}","You gain resistance to psychic damage, and you have advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"level":14,"name":"Revelation in Flesh","entries":["{@i 14th-level Aberrant Mind feature}","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:",{"type":"list","items":["You can see any {@condition invisible} creature within 60 feet of you, provided it isn't behind {@quickref Cover||3||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 {@condition grappled}."]}]},{"level":18,"name":"Warping Implosion","entries":["{@i 18th-level Aberrant Mind feature}","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 against your spell save DC. On a failed save, a creature takes {@damage 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."]}]},{"name":"Aberrant Sorcery","source":"XPHB","image":"classes/XPHB/Aberrant Sorcerer.webp","gallery":[{"path":"classes/XPHB/Aberrant Sorcerer.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Aberrant Sorcery","entries":["{@i Wield Unnatural Psionic Power}","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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?","Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.",{"type":"entries","name":"Psionic Spells","entries":["When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Psionic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Arms of Hadar|XPHB}, {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Mind Sliver|XPHB}"],["5th","{@spell Hunger of Hadar|XPHB}, {@spell Sending|XPHB}"],["7th","{@spell Evard's Black Tentacles|XPHB}, {@spell Summon Aberration|XPHB}"],["9th","{@spell Rary's Telepathic Bond|XPHB}, {@spell Telekinesis|XPHB}"]]}]},{"type":"entries","name":"Telepathic Speech","entries":["You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.","The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature."]}]},{"level":6,"name":"Psionic Sorcery","entries":["When you cast any level 1+ spell 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 or have a cost specified in it."]},{"level":6,"name":"Psychic Defenses","entries":["You have {@variantrule Resistance|XPHB} to Psychic damage, and you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition."]},{"level":14,"name":"Revelation in Flesh","entries":["You can unleash the aberrant truth hidden within yourself. As a {@variantrule Bonus Action|XPHB}, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.",{"type":"entries","entries":[{"type":"entries","name":"Aquatic Adaptation","entries":["You gain a {@variantrule Swim Speed|XPHB} equal to twice your {@variantrule Speed|XPHB}, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia."]},{"type":"entries","name":"Glistening Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}, and you can hover. As you fly, your skin glistens with mucus or otherworldly light."]},{"type":"entries","name":"See the Invisible","entries":["You can see any {@condition Invisible|XPHB} creature within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover}. Your eyes also turn black or become writhing sensory tendrils."]},{"type":"entries","name":"Wormlike Movement","entries":["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, and you can spend 5 feet of movement to escape from nonmagical restraints or the {@condition Grappled|XPHB} condition."]}]}]},{"level":18,"name":"Warping Implosion","entries":["You can unleash a space-warping anomaly. As a {@action Magic|XPHB} action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 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 only.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it."]}]},{"name":"Clockwork Sorcery","source":"XPHB","image":"classes/XPHB/Clockwork Sorcerer.webp","gallery":[{"path":"classes/XPHB/Clockwork Sorcerer.webp","credit":"Olivier Bernard"}],"features":[{"level":3,"name":"Clockwork Sorcery","entries":["{@i Channel Cosmic Forces of Order}","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 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's part of a vast and glorious system.",{"type":"entries","name":"Clockwork Spells","entries":["When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Clockwork Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Aid|XPHB}, {@spell Alarm|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Protection from Evil and Good|XPHB}"],["5th","{@spell Dispel Magic|XPHB}, {@spell Protection From Energy|XPHB}"],["7th","{@spell Freedom of Movement|XPHB}, {@spell Summon Construct|XPHB}"],["9th","{@spell Greater Restoration|XPHB}, {@spell Wall of Force|XPHB}"]]},"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.",{"type":"table","caption":"Manifestations of Order","colLabels":["{@dice 1d6}","Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@variantrule Spellcasting Focus|XPHB} 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."]]}]},{"type":"entries","name":"Restore Balance","entries":["Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, you can take a {@variantrule Reaction|XPHB} to prevent the roll from being affected by {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB}.","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 {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Bastion of Law","entries":["You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a {@action Magic|XPHB} 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 yourself. 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.","The ward lasts until you finish a {@variantrule Long Rest|XPHB} or until you use this feature again."]},{"level":14,"name":"Trance of Order","entries":["You gain the ability to align your consciousness with the endless calculations of Mechanus. As a {@variantrule Bonus Action|XPHB}, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from {@variantrule Advantage|XPHB}, and whenever you make a {@variantrule D20 Test|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it."]},{"level":18,"name":"Clockwork Cavalcade","entries":["You momentarily summon spirits of order to expunge disorder around you. As a {@action Magic|XPHB} action, you summon the spirits in a 30-foot {@variantrule Cube [Area of Effect]|XPHB|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 effects below within the {@variantrule Cube [Area of Effect]|XPHB|Cube} before vanishing. Once you use this action, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 7 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","entries":[{"type":"entries","name":"Heal","entries":["The spirits restore up to 100 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}."]},{"type":"entries","name":"Repair","entries":["Any damaged objects entirely in the {@variantrule Cube [Area of Effect]|XPHB|Cube} are repaired instantly."]},{"type":"entries","name":"Dispel","entries":["Every spell of level 6 and lower ends on creatures and objects of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}."]}]}]}]},{"name":"Clockwork Soul","source":"TCE","image":"classes/TCE/Clockwork Soul Sorcerer.webp","gallery":[{"path":"classes/TCE/Clockwork Soul Sorcerer.webp"}],"features":[{"level":1,"name":"Clockwork Soul","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.",{"type":"entries","name":"Clockwork Magic","entries":["{@i 1st-level Clockwork Soul feature}","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 {@filter abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=A;T|level=1;2;3;4;5}.",{"type":"table","caption":"Clockwork Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell alarm}, {@spell protection from evil and good}"],["3rd","{@spell aid}, {@spell lesser restoration}"],["5th","{@spell dispel magic}, {@spell protection from energy}"],["7th","{@spell freedom of movement}, {@spell summon construct|TCE}"],["9th","{@spell greater restoration}, {@spell 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.",{"type":"table","caption":"Manifestations of Order","colLabels":["d6","Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["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."]]}]},{"type":"entries","name":"Restore Balance","entries":["{@i 1st-level Clockwork Soul feature}","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 {@dice 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."]}]},{"level":6,"name":"Bastion of Law","entries":["{@i 6th-level Clockwork Soul feature}","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 {@dice d8}s 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."]},{"level":14,"name":"Trance of Order","entries":["{@i 14th-level Clockwork Soul feature}","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 {@dice 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."]},{"level":18,"name":"Clockwork Cavalcade","entries":["{@i 18th-level Clockwork Soul feature}","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:",{"type":"list","items":["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."]}]},{"name":"Divine Soul","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Divine Soul","entries":["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.","Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.","A 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.","In 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.",{"type":"entries","name":"Divine Magic","entries":["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.",{"type":"table","colLabels":["Affinity","Spell"],"colStyles":["col-6","col-6"],"rows":[["Good","{@spell cure wounds}"],["Evil","{@spell inflict wounds}"],["Law","{@spell bless}"],["Chaos","{@spell bane}"],["Neutrality","{@spell protection from evil and good}"]]}]},{"type":"entries","name":"Favored by the Gods","entries":["Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll {@dice 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":6,"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 {@condition incapacitated}. You can use this feature only once per turn."]},{"level":14,"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 {@condition 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":18,"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."]}]},{"name":"Draconic Bloodline","source":"PHB","features":[{"level":1,"name":"Draconic Bloodline","entries":["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.",{"type":"entries","name":"Dragon Ancestor","entries":["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.",{"type":"table","caption":"Draconic Ancestry","colLabels":["Dragon","Damage Type"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Black","{@filter Acid|spells|damage type=acid|class=sorcerer}"],["Blue","{@filter Lightning|spells|damage type=lightning|class=sorcerer}"],["Brass","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Bronze","{@filter Lightning|spells|damage type=lightning|class=sorcerer}"],["Copper","{@filter Acid|spells|damage type=acid|class=sorcerer}"],["Gold","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Green","{@filter Poison|spells|damage type=poison|class=sorcerer}"],["Red","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Silver","{@filter Cold|spells|damage type=cold|class=sorcerer}"],["White","{@filter Cold|spells|damage type=cold|class=sorcerer}"]]},"You can speak, read, and write {@language Draconic}. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check."]},{"type":"entries","name":"Draconic Resilience","entries":["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":6,"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":14,"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":18,"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 {@condition 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 {@status concentration} (as if you were casting a {@status concentration} spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be {@condition charmed} (if you chose awe) or {@condition 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."]}]},{"name":"Draconic Sorcery","source":"XPHB","image":"classes/XPHB/Draconic Sorcerer.webp","gallery":[{"path":"classes/XPHB/Draconic Sorcerer.webp","credit":"Lauren Walsh"}],"features":[{"level":3,"name":"Draconic Sorcery","entries":["{@i Breathe the Magic of Dragons}","Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.",{"type":"entries","name":"Draconic Resilience","entries":["The magic in your body manifests physical traits of your draconic gift. Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.","Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers."]},{"type":"entries","name":"Draconic Spells","entries":["When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Draconic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Alter Self|XPHB}, {@spell Chromatic Orb|XPHB}, {@spell Command|XPHB}, {@spell Dragon's Breath|XPHB}"],["5th","{@spell Fear|XPHB}, {@spell Fly|XPHB}"],["7th","{@spell Arcane Eye|XPHB}, {@spell Charm Monster|XPHB}"],["9th","{@spell Legend Lore|XPHB}, {@spell Summon Dragon|XPHB}"]]}]}]},{"level":6,"name":"Elemental Affinity","entries":["Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.","You have {@variantrule Resistance|XPHB} to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."]},{"level":14,"name":"Dragon Wings","entries":["As a {@variantrule Bonus Action|XPHB}, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a {@variantrule Fly Speed|XPHB} of 60 feet.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 3 Sorcery Points (no action required) to restore your use of it."]},{"level":18,"name":"Dragon Companion","entries":["You can cast {@spell Summon Dragon|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.","Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting."]}]},{"name":"Lunar Sorcery","source":"DSotDQ","image":"classes/DSotDQ/Lunar Sorcerer.webp","gallery":[{"path":"classes/DSotDQ/Lunar Sorcerer.webp"}],"features":[{"level":1,"name":"Lunar Sorcery","entries":["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.","You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.",{"type":"entries","name":"Lunar Embodiment","entries":["{@i 1st-Level Lunar Sorcery Feature}","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.",{"type":"table","caption":"Lunar Spells","colLabels":["Sorcerer Level","Full Moon Spell","New Moon Spell","Crescent Moon Spell"],"colStyles":["col-1-1 text-center","col-3-3","col-3-3","col-3-3"],"rows":[["1st","{@spell shield}","{@spell ray of sickness}","{@spell color spray}"],["3rd","{@spell lesser restoration}","{@spell blindness/deafness}","{@spell alter self}"],["5th","{@spell dispel magic}","{@spell vampiric touch}","{@spell phantom steed}"],["7th","{@spell death ward}","{@spell confusion}","{@spell hallucinatory terrain}"],["9th","{@spell Rary's telepathic bond}","{@spell hold monster}","{@spell mislead}"]]},"Whenever 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."]},{"type":"entries","name":"Moon Fire","entries":["{@i 1st-Level Lunar Sorcery Feature}","You can call down the radiant light of the moon on command. You learn the {@spell 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."]}]},{"level":6,"name":"Lunar Boons","entries":["{@i 6th-Level Lunar Sorcery Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["{@filter Abjuration and divination spells|spells|class=sorcerer|school=A;D}"]},{"type":"item","name":"New Moon","entries":["{@filter Enchantment and necromancy spells|spells|class=sorcerer|school=E;N}"]},{"type":"item","name":"Crescent Moon","entries":["{@filter Illusion and transmutation spells|spells|class=sorcerer|school=I;T}"]}]},"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."]},{"level":6,"name":"Waxing and Waning","entries":["{@i 6th-Level Lunar Sorcery Feature}","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."]},{"level":14,"name":"Lunar Empowerment","entries":["{@i 14th-Level Lunar Sorcery Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["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 ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while within the bright light you shed."]},{"type":"item","name":"New Moon","entries":["You have advantage on Dexterity ({@skill Stealth}) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you."]},{"type":"item","name":"Crescent Moon","entries":["You have resistance to necrotic and radiant damage."]}]}]},{"level":18,"name":"Lunar Phenomenon","entries":["{@i 18th-Level Lunar Sorcery feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["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 {@condition blinded} until the end of its next turn. In addition, one creature of your choice in that area regains {@dice 3d8} hit points."]},{"type":"item","name":"New Moon","entries":["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 {@damage 3d10} necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become {@condition invisible} until the end of your next turn, or until immediately after you make an attack roll or cast a spell."]},{"type":"item","name":"Crescent Moon","entries":["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":"Pyromancer (PSK)","source":"PSK","features":[{"level":1,"name":"Pyromancer (PSK)","entries":["Your innate magic manifests in fire. You are your fire, and your fire is you.",{"type":"entries","name":"Heart of Fire","entries":["At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1)."]}]},{"level":6,"name":"Fire in the Veins","entries":["At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage."]},{"level":14,"name":"Pyromancer's Fury","entries":["Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage."]},{"level":18,"name":"Fiery Soul","entries":["At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage."]}]},{"name":"Shadow Magic","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Shadow Magic","entries":["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.","The 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.",{"type":"table","caption":"Shadow Sorcerer Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are always icy cold to the touch."],["2","When you are asleep, you don't appear to breathe (though you must still breathe to survive)."],["3","You barely bleed, even when badly injured."],["4","Your heart beats once per minute. This event sometimes surprises you."],["5","You have trouble remembering that living creatures and corpses should be treated differently."],["6","You blinked. Once. Last week."]]},{"type":"entries","name":"Eyes of the Dark","entries":["Starting at 1st level, you have {@sense darkvision} with a range of 120 feet.","When you reach 3rd level in this class, you learn the {@spell 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 {@spell darkness} created by the spell."]},{"type":"entries","name":"Strength of the Grave","entries":["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":6,"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 {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:",{"type":"list","items":["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 {@quickref difficult terrain||3}. 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."]},"The 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":14,"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":18,"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 {@quickref difficult terrain||3}. 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 {@condition incapacitated}, if you die, or if you dismiss it as a bonus action."]}]},{"name":"Shadow Sorcery","source":"RHW","image":"classes/RHW/Shadow Sorcery Sorcerer.webp","gallery":[{"path":"classes/RHW/Shadow Sorcery Sorcerer.webp","title":"Shadow Sorcerer","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Shadow Sorcery","entries":["{@i Bend Doom and Darkness to Your Will}","Your innate magic comes from the most nebulous and inscrutable forces of the Shadowfell or from other regions of supernatural darkness. You might trace your lineage to an entity from such a place, or perhaps you were exposed to the sinister energy of a shadow dragon and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe.",{"type":"entries","name":"Shadow Spells","entries":["When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Shadow Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Bane|XPHB}, {@spell Darkness|XPHB}, {@spell Inflict Wounds|XPHB}, {@spell Pass Without Trace|XPHB}"],["5","{@spell Hunger of Hadar|XPHB}, {@spell Nondetection|XPHB}"],["7","{@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB}"],["9","{@spell Contagion|XPHB}, {@spell Creation|XPHB}"]]}]},{"type":"entries","name":"Power of Shadow","entries":["You gain the following benefits.",{"type":"entries","name":"Eyes of the Dark","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet and {@sense Blindsight|XPHB} with a range of 10 feet. In addition, if a spell you cast creates an area of {@variantrule Darkness|XPHB}, you can see normally through that spell's Darkness."]},{"type":"entries","name":"Strength of the Grave","entries":["If you would drop to 0 {@variantrule Hit Points|XPHB} and not die outright, you can make a Charisma saving throw ({@dc 5} plus the damage taken). On a successful save, your {@variantrule Hit Points|XPHB} instead change to a number equal to your Charisma modifier plus your Sorcerer level. After you succeed on this save, you can't use this benefit again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"level":6,"name":"Beasts of Ill Omen","entries":["You can call forth a howling creature of shadow to hound your foes. You can spend 3 Sorcery Points to cast {@spell Summon Beast|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot, without preparing the spell, and without Material components. The summoned creature appears as a beast made of shadow, and enemies within 5 feet of the summoned creature have {@variantrule Disadvantage|XPHB} on saving throws against spells you cast.","Whenever you cast the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again."]},{"level":14,"name":"Shadow Walk","entries":["While you are in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to teleport up to 120 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}."]},{"level":18,"name":"Umbral Form","entries":["When you use Innate Sorcery, you can adopt a shadowy form, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 6 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","name":"Incorporeal Movement","entries":["You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]},{"type":"entries","name":"Shadow Resilience","entries":["You have {@variantrule Resistance|XPHB} to all damage except Force and Radiant damage."]}]}]},{"name":"Spellfire Sorcery","source":"FRHoF","image":"classes/FRHoF/Spellfire Sorcerer.webp","gallery":[{"path":"classes/FRHoF/Spellfire Sorcerer.webp","credit":"Ioannis Fiore"},{"path":"classes/FRHoF/Spellfire Sorcerer 2.webp","title":"Spellfire takes many forms","credit":"Taras Susak"}],"features":[{"level":3,"name":"Spellfire Sorcery","entries":["{@i Wield Raw Magic}","Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.","Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.",{"type":"entries","name":"Spellfire Burst","entries":["When you spend at least 1 Sorcery Point as part of the {@action Magic|XPHB} action or a {@variantrule Bonus Action|XPHB} on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.",{"type":"entries","name":"Bolstering Flames","entries":["You or one creature you can see within 30 feet of yourself gains {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d4} plus your Charisma modifier."]},{"type":"entries","name":"Radiant Fire","entries":["One creature you can see within 30 feet of yourself takes {@damage 1d4} Fire or Radiant damage (your choice)."]}]},{"type":"entries","name":"Spellfire Spells","entries":["When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Scorching Ray|XPHB}"],["5","{@spell Aura of Vitality|XPHB}, {@spell Dispel Magic|XPHB}"],["7","{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Greater Restoration|XPHB}, {@spell Flame Strike|XPHB}"]]}]}]},{"level":6,"name":"Absorb Spells","entries":["You always have {@spell Counterspell|XPHB} prepared.","Additionally, whenever a target fails the saving throw against a {@spell Counterspell|XPHB} you cast, you regain {@dice 1d4} Sorcery Points."]},{"level":14,"name":"Honed Spellfire","entries":["Your {@subclassFeature Spellfire Burst|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} improves. You add your {@class Sorcerer|XPHB} level to the {@variantrule Temporary Hit Points|XPHB} gained from {@subclassFeature Bolstering Flames|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF}, and the damage of {@subclassFeature Radiant Fire|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} increases to {@dice 1d8}."]},{"level":18,"name":"Crown of Spellfire","entries":["When you use {@classFeature Innate Sorcery|Sorcerer|XPHB|1}, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","name":"Burning Life Force","page":8,"entries":["Once per turn when you are hit by an attack roll, you can expend a number of {@variantrule Hit Point Dice|XPHB}, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled."]},{"type":"entries","name":"Flight","page":8,"entries":["You gain a {@variantrule Fly Speed|XPHB} of 60 feet and can hover."]},{"type":"entries","name":"Spell Avoidance","page":8,"entries":["When you're subjected to a spell or magical effect that allows you to make a 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. You can't use this benefit if you have the {@condition Incapacitated|XPHB} condition."]}]}]},{"name":"Storm Sorcery","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Storm Sorcery","entries":["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.","Storm 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.",{"type":"entries","name":"Wind Speaker","entries":["The arcane magic you command is infused with elemental air. You can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: {@language Primordial||Aquan}, {@language Primordial||Auran}, {@language Primordial||Ignan}, and {@language Primordial||Terran}."]},{"type":"entries","name":"Tempestuous Magic","entries":["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":6,"name":"Heart of the Storm","entries":["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."]},{"level":6,"name":"Storm Guide","entries":["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":14,"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":18,"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."]}]},{"name":"Wild Magic","source":"PHB","image":"classes/PHB/Wild Sorcerer.webp","gallery":[{"path":"classes/PHB/Wild Sorcerer.webp"}],"features":[{"level":1,"name":"Wild Magic","entries":["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.",{"type":"entries","name":"Wild Magic Surge","entries":["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 {@dice 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 {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.",{"type":"table","caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice 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."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","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."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice 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."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","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 {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"data":{"genTables":{"tableInclude":true,"reprintedAs":["Wild Magic Surge|XPHB"]}}}]},{"type":"entries","name":"Tides of Chaos","entries":["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 {@table Wild Magic Surge|PHB} table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature."]}]},{"level":6,"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 {@dice 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":14,"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 {@table Wild Magic Surge|PHB} table, you can roll twice and use either number."]},{"level":18,"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."]}]},{"name":"Wild Magic Sorcery","source":"XPHB","image":"classes/XPHB/Wild Magic Sorcerer.webp","gallery":[{"path":"classes/XPHB/Wild Magic Sorcerer.webp","credit":"Ekaterina Burmark"}],"features":[{"level":3,"name":"Wild Magic Sorcery","entries":["{@i Unleash Chaotic Magic}","Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.",{"type":"entries","name":"Wild Magic Surge","entries":["Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll {@dice 1d20} immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.","If the magical effect is a spell, it is too wild to be affected by your Metamagic.",{"type":"table","caption":"Wild Magic Surge","colLabels":["{@dice 1d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01–04","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["05–08","A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block."],["09–12","For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns."],["13–16","Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw."],["17–20","You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell."],["21–24","For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}."],["25–28","You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["29–32","The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die."],["33–36","You have {@variantrule Resistance|XPHB} to all damage for the next minute."],["37–40","You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts."],["41–44","For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns."],["45–48","You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell."],["49–52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}."],["53–56","You can take one extra action on this turn."],["57–60","You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}."],["61–64","For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning."],["65–68","If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell."],["69–72","You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear."],["73–76","You teleport up to 60 feet to an unoccupied space you can see."],["77–80","A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours."],["81–84","You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn."],["85–88","Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt."],["89–92","Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage."],["93–96","You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute."],["97–00","Roll {@dice 1d6} On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously."]],"data":{"genTables":{"tableInclude":true}}}]},{"type":"entries","name":"Tides of Chaos","entries":["You can manipulate chaos itself to give yourself {@variantrule Advantage|XPHB} on one {@variantrule D20 Test|XPHB} before you roll the {@dice d20}. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a {@variantrule Long Rest|XPHB} before you can use this feature again.","If you do cast a Sorcerer spell with a spell slot before you finish a {@variantrule Long Rest|XPHB}, you automatically roll on the {@table Wild Magic Surge|XPHB} table."]}]},{"level":6,"name":"Bend Luck","entries":["You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the {@dice d20} for a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} and spend 1 Sorcery Point to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the {@dice d20} roll."]},{"level":14,"name":"Controlled Chaos","entries":["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":18,"name":"Tamed Surge","entries":["Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the {@table Wild Magic Surge|XPHB} table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]}]}],"lore":[{"type":"section","name":"Sorcerer","source":"XPHB","page":138,"entries":["Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.","Sorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.","Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn't like to stay quiet. A Sorcerer's magic wants to be wielded."]}],"gallery":[{"path":"classes/XPHB/Sorcerer.webp","credit":"Evyn Fong"},{"path":"classes/XPHB/112-04-027.delina.webp","title":"The Sorcerer Delina manipulates wild magic to create unpredictable wonders","credit":"Wisnu Tan"}],"otherVersions":[{"id":"sorcerer-phb","source":"PHB"}]},{"id":"sorcerer-phb","name":"Sorcerer","source":"PHB","page":99,"srd":false,"image":"classes/PHB/Sorcerer.webp","hitDie":"d6","primaryAbility":"","savingThrows":"Constitution, Charisma","proficiencies":"Weapons: Dagger, Dart, Sling, Quarterstaff, Light crossbow · Skills: choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion","armorProficiencies":"","weaponProficiencies":"Dagger, Dart, Sling, Quarterstaff, Light crossbow","toolProficiencies":"","subclassTitle":"Sorcerous Origin","table":{"headers":["Level","Prof. Bonus","Features","Sorcery Points","Cantrips Known","Spells Known","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Spellcasting, Sorcerous Origin","0","4","2","2","-","-","-","-","-","-","-","-"],["2","+2","Font of Magic","2","4","3","3","-","-","-","-","-","-","-","-"],["3","+2","Metamagic, Metamagic Options","3","4","4","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement, Sorcerous Versatility","4","5","5","4","3","-","-","-","-","-","-","-"],["5","+3","Magical Guidance","5","5","6","4","3","2","-","-","-","-","-","-"],["6","+3","Sorcerous Origin feature","6","5","7","4","3","3","-","-","-","-","-","-"],["7","+3","-","7","5","8","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","8","5","9","4","3","3","2","-","-","-","-","-"],["9","+4","-","9","5","10","4","3","3","3","1","-","-","-","-"],["10","+4","Metamagic","10","6","11","4","3","3","3","2","-","-","-","-"],["11","+4","-","11","6","12","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","12","6","12","4","3","3","3","2","1","-","-","-"],["13","+5","-","13","6","13","4","3","3","3","2","1","1","-","-"],["14","+5","Sorcerous Origin feature","14","6","13","4","3","3","3","2","1","1","-","-"],["15","+5","-","15","6","14","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","16","6","14","4","3","3","3","2","1","1","1","-"],["17","+6","Metamagic","17","6","15","4","3","3","3","2","1","1","1","1"],["18","+6","Sorcerous Origin feature","18","6","15","4","3","3","3","3","1","1","1","1"],["19","+6","Ability Score Improvement","19","6","15","4","3","3","3","3","2","1","1","1"],["20","+6","Sorcerous Restoration","20","6","15","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter sorcerer spell list|spells|class=sorcerer}.",{"type":"entries","name":"Cantrips","entries":["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."]},{"type":"entries","name":"Spell Slots","entries":["The Sorcerer table shows how many spell slots you have to cast your {@filter sorcerer spells|spells|class=sorcerer} 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 {@spell burning hands} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell burning hands} using either slot."]},{"type":"entries","name":"Spells Known of 1st Level and Higher","entries":["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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["cha"]},{"type":"abilityAttackMod","name":"Spell","attributes":["cha"]}]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item arcane focus|phb} as a spellcasting focus for your sorcerer spells."]}]},{"level":1,"name":"Sorcerous Origin","entries":["Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.","Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level."]},{"level":2,"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.",{"type":"entries","name":"Sorcery Points","entries":["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."]},{"type":"entries","name":"Flexible Casting","entries":["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.",{"type":"entries","name":"Creating Spell Slots","entries":["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.",{"type":"table","caption":"Creating Spell Slots","colLabels":["Spell Slot Level","Sorcery Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","2"],["2nd","3"],["3rd","5"],["4th","6"],["5th","7"]]}]},{"type":"entries","name":"Converting a Spell Slot to Sorcery Points","entries":["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."]}]}]},{"level":3,"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.",{"type":"options","count":2,"entries":[{"type":"refOptionalfeature","optionalfeature":"Careful Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Distant Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Empowered Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Extended Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Heightened Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Quickened Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Subtle Spell","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Twinned Spell","preserve":{"consumes":true}}]}]},{"level":3,"name":"Metamagic Options","entries":["{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}","When you choose Metamagic options, you have access to the following additional options.",{"type":"options","entries":[{"type":"refOptionalfeature","optionalfeature":"Seeking Spell|TCE","preserve":{"consumes":true}},{"type":"refOptionalfeature","optionalfeature":"Transmuted Spell|TCE","preserve":{"consumes":true}}]}]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Sorcerous Versatility","entries":["{@i 4th-level sorcerer {@variantrule optional class features|tce|optional 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:",{"type":"list","items":["Replace one of the options you chose for the Metamagic feature with a different {@filter Metamagic option|optionalfeatures|Feature Type=MM} available to you.","Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter sorcerer spell list|spells|level=0|class=Sorcerer}."]}]},{"level":5,"name":"Magical Guidance","entries":["{@i 5th-level sorcerer {@variantrule optional class features|tce|optional 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 {@dice d20}, and you must use the new roll, potentially turning the failure into a success."]},{"level":6,"name":"Sorcerous Origin feature","entries":["At 6th level, you gain a feature granted by your Sorcerous Origin."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Metamagic","entries":["At 10th level, you learn an additional metamagic option."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Sorcerous Origin feature","entries":["At 14th level, you gain a feature granted by your Sorcerous Origin."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Metamagic","entries":["At 17th level, you learn an additional metamagic option."]},{"level":18,"name":"Sorcerous Origin feature","entries":["At 18th level, you gain a feature granted by your Sorcerous Origin."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Sorcerous Restoration","entries":["At 20th level, you regain 4 expended sorcery points whenever you finish a short rest."]}],"subclasses":[{"name":"Aberrant Mind","source":"TCE","image":"classes/TCE/Aberrant Mind Sorcerer.webp","gallery":[{"path":"classes/TCE/Aberrant Mind Sorcerer.webp"}],"features":[{"level":1,"name":"Aberrant Mind","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.",{"type":"table","caption":"Aberrant Origins","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["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!"]]},{"type":"entries","name":"Psionic Spells","entries":["{@i 1st-level Aberrant Mind feature}","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 {@filter divination or an enchantment spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=D;E|level=1;2;3;4;5}.",{"type":"table","caption":"Psionic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell arms of Hadar}, {@spell dissonant whispers}, {@spell mind sliver|tce}"],["3rd","{@spell calm emotions}, {@spell detect thoughts}"],["5th","{@spell hunger of Hadar}, {@spell sending}"],["7th","{@spell Evard's black tentacles}, {@spell summon aberration|TCE}"],["9th","{@spell Rary's telepathic bond}, {@spell telekinesis}"]]}]},{"type":"entries","name":"Telepathic Speech","entries":["{@i 1st-level Aberrant Mind feature}","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 {@condition incapacitated} or die or if you use this ability to form a connection with a different creature."]}]},{"level":6,"name":"Psionic Sorcery","entries":["{@i 6th-level Aberrant Mind feature}","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."]},{"level":6,"name":"Psychic Defenses","entries":["{@i 6th-level Aberrant Mind feature}","You gain resistance to psychic damage, and you have advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"level":14,"name":"Revelation in Flesh","entries":["{@i 14th-level Aberrant Mind feature}","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:",{"type":"list","items":["You can see any {@condition invisible} creature within 60 feet of you, provided it isn't behind {@quickref Cover||3||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 {@condition grappled}."]}]},{"level":18,"name":"Warping Implosion","entries":["{@i 18th-level Aberrant Mind feature}","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 against your spell save DC. On a failed save, a creature takes {@damage 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."]}]},{"name":"Aberrant Sorcery","source":"XPHB","image":"classes/XPHB/Aberrant Sorcerer.webp","gallery":[{"path":"classes/XPHB/Aberrant Sorcerer.webp","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Aberrant Sorcery","entries":["{@i Wield Unnatural Psionic Power}","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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?","Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.",{"type":"entries","name":"Psionic Spells","entries":["When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Psionic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Arms of Hadar|XPHB}, {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Mind Sliver|XPHB}"],["5th","{@spell Hunger of Hadar|XPHB}, {@spell Sending|XPHB}"],["7th","{@spell Evard's Black Tentacles|XPHB}, {@spell Summon Aberration|XPHB}"],["9th","{@spell Rary's Telepathic Bond|XPHB}, {@spell Telekinesis|XPHB}"]]}]},{"type":"entries","name":"Telepathic Speech","entries":["You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.","The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature."]}]},{"level":6,"name":"Psionic Sorcery","entries":["When you cast any level 1+ spell 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 or have a cost specified in it."]},{"level":6,"name":"Psychic Defenses","entries":["You have {@variantrule Resistance|XPHB} to Psychic damage, and you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition."]},{"level":14,"name":"Revelation in Flesh","entries":["You can unleash the aberrant truth hidden within yourself. As a {@variantrule Bonus Action|XPHB}, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.",{"type":"entries","entries":[{"type":"entries","name":"Aquatic Adaptation","entries":["You gain a {@variantrule Swim Speed|XPHB} equal to twice your {@variantrule Speed|XPHB}, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia."]},{"type":"entries","name":"Glistening Flight","entries":["You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}, and you can hover. As you fly, your skin glistens with mucus or otherworldly light."]},{"type":"entries","name":"See the Invisible","entries":["You can see any {@condition Invisible|XPHB} creature within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover}. Your eyes also turn black or become writhing sensory tendrils."]},{"type":"entries","name":"Wormlike Movement","entries":["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, and you can spend 5 feet of movement to escape from nonmagical restraints or the {@condition Grappled|XPHB} condition."]}]}]},{"level":18,"name":"Warping Implosion","entries":["You can unleash a space-warping anomaly. As a {@action Magic|XPHB} action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 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 only.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it."]}]},{"name":"Clockwork Sorcery","source":"XPHB","image":"classes/XPHB/Clockwork Sorcerer.webp","gallery":[{"path":"classes/XPHB/Clockwork Sorcerer.webp","credit":"Olivier Bernard"}],"features":[{"level":3,"name":"Clockwork Sorcery","entries":["{@i Channel Cosmic Forces of Order}","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 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's part of a vast and glorious system.",{"type":"entries","name":"Clockwork Spells","entries":["When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Clockwork Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Aid|XPHB}, {@spell Alarm|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Protection from Evil and Good|XPHB}"],["5th","{@spell Dispel Magic|XPHB}, {@spell Protection From Energy|XPHB}"],["7th","{@spell Freedom of Movement|XPHB}, {@spell Summon Construct|XPHB}"],["9th","{@spell Greater Restoration|XPHB}, {@spell Wall of Force|XPHB}"]]},"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.",{"type":"table","caption":"Manifestations of Order","colLabels":["{@dice 1d6}","Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["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 {@variantrule Spellcasting Focus|XPHB} 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."]]}]},{"type":"entries","name":"Restore Balance","entries":["Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, you can take a {@variantrule Reaction|XPHB} to prevent the roll from being affected by {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB}.","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 {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Bastion of Law","entries":["You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a {@action Magic|XPHB} 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 yourself. 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.","The ward lasts until you finish a {@variantrule Long Rest|XPHB} or until you use this feature again."]},{"level":14,"name":"Trance of Order","entries":["You gain the ability to align your consciousness with the endless calculations of Mechanus. As a {@variantrule Bonus Action|XPHB}, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from {@variantrule Advantage|XPHB}, and whenever you make a {@variantrule D20 Test|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it."]},{"level":18,"name":"Clockwork Cavalcade","entries":["You momentarily summon spirits of order to expunge disorder around you. As a {@action Magic|XPHB} action, you summon the spirits in a 30-foot {@variantrule Cube [Area of Effect]|XPHB|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 effects below within the {@variantrule Cube [Area of Effect]|XPHB|Cube} before vanishing. Once you use this action, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 7 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","entries":[{"type":"entries","name":"Heal","entries":["The spirits restore up to 100 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}."]},{"type":"entries","name":"Repair","entries":["Any damaged objects entirely in the {@variantrule Cube [Area of Effect]|XPHB|Cube} are repaired instantly."]},{"type":"entries","name":"Dispel","entries":["Every spell of level 6 and lower ends on creatures and objects of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}."]}]}]}]},{"name":"Clockwork Soul","source":"TCE","image":"classes/TCE/Clockwork Soul Sorcerer.webp","gallery":[{"path":"classes/TCE/Clockwork Soul Sorcerer.webp"}],"features":[{"level":1,"name":"Clockwork Soul","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.",{"type":"entries","name":"Clockwork Magic","entries":["{@i 1st-level Clockwork Soul feature}","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 {@filter abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=A;T|level=1;2;3;4;5}.",{"type":"table","caption":"Clockwork Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell alarm}, {@spell protection from evil and good}"],["3rd","{@spell aid}, {@spell lesser restoration}"],["5th","{@spell dispel magic}, {@spell protection from energy}"],["7th","{@spell freedom of movement}, {@spell summon construct|TCE}"],["9th","{@spell greater restoration}, {@spell 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.",{"type":"table","caption":"Manifestations of Order","colLabels":["d6","Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["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."]]}]},{"type":"entries","name":"Restore Balance","entries":["{@i 1st-level Clockwork Soul feature}","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 {@dice 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."]}]},{"level":6,"name":"Bastion of Law","entries":["{@i 6th-level Clockwork Soul feature}","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 {@dice d8}s 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."]},{"level":14,"name":"Trance of Order","entries":["{@i 14th-level Clockwork Soul feature}","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 {@dice 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."]},{"level":18,"name":"Clockwork Cavalcade","entries":["{@i 18th-level Clockwork Soul feature}","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:",{"type":"list","items":["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."]}]},{"name":"Divine Soul","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Divine Soul","entries":["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.","Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.","A 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.","In 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.",{"type":"entries","name":"Divine Magic","entries":["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.",{"type":"table","colLabels":["Affinity","Spell"],"colStyles":["col-6","col-6"],"rows":[["Good","{@spell cure wounds}"],["Evil","{@spell inflict wounds}"],["Law","{@spell bless}"],["Chaos","{@spell bane}"],["Neutrality","{@spell protection from evil and good}"]]}]},{"type":"entries","name":"Favored by the Gods","entries":["Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll {@dice 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":6,"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 {@condition incapacitated}. You can use this feature only once per turn."]},{"level":14,"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 {@condition 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":18,"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."]}]},{"name":"Draconic Bloodline","source":"PHB","features":[{"level":1,"name":"Draconic Bloodline","entries":["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.",{"type":"entries","name":"Dragon Ancestor","entries":["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.",{"type":"table","caption":"Draconic Ancestry","colLabels":["Dragon","Damage Type"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Black","{@filter Acid|spells|damage type=acid|class=sorcerer}"],["Blue","{@filter Lightning|spells|damage type=lightning|class=sorcerer}"],["Brass","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Bronze","{@filter Lightning|spells|damage type=lightning|class=sorcerer}"],["Copper","{@filter Acid|spells|damage type=acid|class=sorcerer}"],["Gold","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Green","{@filter Poison|spells|damage type=poison|class=sorcerer}"],["Red","{@filter Fire|spells|damage type=fire|class=sorcerer}"],["Silver","{@filter Cold|spells|damage type=cold|class=sorcerer}"],["White","{@filter Cold|spells|damage type=cold|class=sorcerer}"]]},"You can speak, read, and write {@language Draconic}. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check."]},{"type":"entries","name":"Draconic Resilience","entries":["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":6,"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":14,"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":18,"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 {@condition 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 {@status concentration} (as if you were casting a {@status concentration} spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be {@condition charmed} (if you chose awe) or {@condition 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."]}]},{"name":"Draconic Sorcery","source":"XPHB","image":"classes/XPHB/Draconic Sorcerer.webp","gallery":[{"path":"classes/XPHB/Draconic Sorcerer.webp","credit":"Lauren Walsh"}],"features":[{"level":3,"name":"Draconic Sorcery","entries":["{@i Breathe the Magic of Dragons}","Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.",{"type":"entries","name":"Draconic Resilience","entries":["The magic in your body manifests physical traits of your draconic gift. Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.","Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers."]},{"type":"entries","name":"Draconic Spells","entries":["When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Draconic Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell Alter Self|XPHB}, {@spell Chromatic Orb|XPHB}, {@spell Command|XPHB}, {@spell Dragon's Breath|XPHB}"],["5th","{@spell Fear|XPHB}, {@spell Fly|XPHB}"],["7th","{@spell Arcane Eye|XPHB}, {@spell Charm Monster|XPHB}"],["9th","{@spell Legend Lore|XPHB}, {@spell Summon Dragon|XPHB}"]]}]}]},{"level":6,"name":"Elemental Affinity","entries":["Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.","You have {@variantrule Resistance|XPHB} to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."]},{"level":14,"name":"Dragon Wings","entries":["As a {@variantrule Bonus Action|XPHB}, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a {@variantrule Fly Speed|XPHB} of 60 feet.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 3 Sorcery Points (no action required) to restore your use of it."]},{"level":18,"name":"Dragon Companion","entries":["You can cast {@spell Summon Dragon|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.","Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting."]}]},{"name":"Lunar Sorcery","source":"DSotDQ","image":"classes/DSotDQ/Lunar Sorcerer.webp","gallery":[{"path":"classes/DSotDQ/Lunar Sorcerer.webp"}],"features":[{"level":1,"name":"Lunar Sorcery","entries":["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.","You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.",{"type":"entries","name":"Lunar Embodiment","entries":["{@i 1st-Level Lunar Sorcery Feature}","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.",{"type":"table","caption":"Lunar Spells","colLabels":["Sorcerer Level","Full Moon Spell","New Moon Spell","Crescent Moon Spell"],"colStyles":["col-1-1 text-center","col-3-3","col-3-3","col-3-3"],"rows":[["1st","{@spell shield}","{@spell ray of sickness}","{@spell color spray}"],["3rd","{@spell lesser restoration}","{@spell blindness/deafness}","{@spell alter self}"],["5th","{@spell dispel magic}","{@spell vampiric touch}","{@spell phantom steed}"],["7th","{@spell death ward}","{@spell confusion}","{@spell hallucinatory terrain}"],["9th","{@spell Rary's telepathic bond}","{@spell hold monster}","{@spell mislead}"]]},"Whenever 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."]},{"type":"entries","name":"Moon Fire","entries":["{@i 1st-Level Lunar Sorcery Feature}","You can call down the radiant light of the moon on command. You learn the {@spell 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."]}]},{"level":6,"name":"Lunar Boons","entries":["{@i 6th-Level Lunar Sorcery Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["{@filter Abjuration and divination spells|spells|class=sorcerer|school=A;D}"]},{"type":"item","name":"New Moon","entries":["{@filter Enchantment and necromancy spells|spells|class=sorcerer|school=E;N}"]},{"type":"item","name":"Crescent Moon","entries":["{@filter Illusion and transmutation spells|spells|class=sorcerer|school=I;T}"]}]},"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."]},{"level":6,"name":"Waxing and Waning","entries":["{@i 6th-Level Lunar Sorcery Feature}","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."]},{"level":14,"name":"Lunar Empowerment","entries":["{@i 14th-Level Lunar Sorcery Feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["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 ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while within the bright light you shed."]},{"type":"item","name":"New Moon","entries":["You have advantage on Dexterity ({@skill Stealth}) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you."]},{"type":"item","name":"Crescent Moon","entries":["You have resistance to necrotic and radiant damage."]}]}]},{"level":18,"name":"Lunar Phenomenon","entries":["{@i 18th-Level Lunar Sorcery feature}","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:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Full Moon","entries":["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 {@condition blinded} until the end of its next turn. In addition, one creature of your choice in that area regains {@dice 3d8} hit points."]},{"type":"item","name":"New Moon","entries":["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 {@damage 3d10} necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become {@condition invisible} until the end of your next turn, or until immediately after you make an attack roll or cast a spell."]},{"type":"item","name":"Crescent Moon","entries":["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":"Pyromancer (PSK)","source":"PSK","features":[{"level":1,"name":"Pyromancer (PSK)","entries":["Your innate magic manifests in fire. You are your fire, and your fire is you.",{"type":"entries","name":"Heart of Fire","entries":["At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1)."]}]},{"level":6,"name":"Fire in the Veins","entries":["At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage."]},{"level":14,"name":"Pyromancer's Fury","entries":["Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage."]},{"level":18,"name":"Fiery Soul","entries":["At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage."]}]},{"name":"Shadow Magic","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Shadow Magic","entries":["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.","The 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.",{"type":"table","caption":"Shadow Sorcerer Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are always icy cold to the touch."],["2","When you are asleep, you don't appear to breathe (though you must still breathe to survive)."],["3","You barely bleed, even when badly injured."],["4","Your heart beats once per minute. This event sometimes surprises you."],["5","You have trouble remembering that living creatures and corpses should be treated differently."],["6","You blinked. Once. Last week."]]},{"type":"entries","name":"Eyes of the Dark","entries":["Starting at 1st level, you have {@sense darkvision} with a range of 120 feet.","When you reach 3rd level in this class, you learn the {@spell 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 {@spell darkness} created by the spell."]},{"type":"entries","name":"Strength of the Grave","entries":["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":6,"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 {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:",{"type":"list","items":["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 {@quickref difficult terrain||3}. 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."]},"The 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":14,"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":18,"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 {@quickref difficult terrain||3}. 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 {@condition incapacitated}, if you die, or if you dismiss it as a bonus action."]}]},{"name":"Shadow Sorcery","source":"RHW","image":"classes/RHW/Shadow Sorcery Sorcerer.webp","gallery":[{"path":"classes/RHW/Shadow Sorcery Sorcerer.webp","title":"Shadow Sorcerer","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Shadow Sorcery","entries":["{@i Bend Doom and Darkness to Your Will}","Your innate magic comes from the most nebulous and inscrutable forces of the Shadowfell or from other regions of supernatural darkness. You might trace your lineage to an entity from such a place, or perhaps you were exposed to the sinister energy of a shadow dragon and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe.",{"type":"entries","name":"Shadow Spells","entries":["When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Shadow Spells","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Bane|XPHB}, {@spell Darkness|XPHB}, {@spell Inflict Wounds|XPHB}, {@spell Pass Without Trace|XPHB}"],["5","{@spell Hunger of Hadar|XPHB}, {@spell Nondetection|XPHB}"],["7","{@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB}"],["9","{@spell Contagion|XPHB}, {@spell Creation|XPHB}"]]}]},{"type":"entries","name":"Power of Shadow","entries":["You gain the following benefits.",{"type":"entries","name":"Eyes of the Dark","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet and {@sense Blindsight|XPHB} with a range of 10 feet. In addition, if a spell you cast creates an area of {@variantrule Darkness|XPHB}, you can see normally through that spell's Darkness."]},{"type":"entries","name":"Strength of the Grave","entries":["If you would drop to 0 {@variantrule Hit Points|XPHB} and not die outright, you can make a Charisma saving throw ({@dc 5} plus the damage taken). On a successful save, your {@variantrule Hit Points|XPHB} instead change to a number equal to your Charisma modifier plus your Sorcerer level. After you succeed on this save, you can't use this benefit again until you finish a {@variantrule Long Rest|XPHB}."]}]}]},{"level":6,"name":"Beasts of Ill Omen","entries":["You can call forth a howling creature of shadow to hound your foes. You can spend 3 Sorcery Points to cast {@spell Summon Beast|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot, without preparing the spell, and without Material components. The summoned creature appears as a beast made of shadow, and enemies within 5 feet of the summoned creature have {@variantrule Disadvantage|XPHB} on saving throws against spells you cast.","Whenever you cast the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again."]},{"level":14,"name":"Shadow Walk","entries":["While you are in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to teleport up to 120 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}."]},{"level":18,"name":"Umbral Form","entries":["When you use Innate Sorcery, you can adopt a shadowy form, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 6 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","name":"Incorporeal Movement","entries":["You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]},{"type":"entries","name":"Shadow Resilience","entries":["You have {@variantrule Resistance|XPHB} to all damage except Force and Radiant damage."]}]}]},{"name":"Spellfire Sorcery","source":"FRHoF","image":"classes/FRHoF/Spellfire Sorcerer.webp","gallery":[{"path":"classes/FRHoF/Spellfire Sorcerer.webp","credit":"Ioannis Fiore"},{"path":"classes/FRHoF/Spellfire Sorcerer 2.webp","title":"Spellfire takes many forms","credit":"Taras Susak"}],"features":[{"level":3,"name":"Spellfire Sorcery","entries":["{@i Wield Raw Magic}","Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.","Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.",{"type":"entries","name":"Spellfire Burst","entries":["When you spend at least 1 Sorcery Point as part of the {@action Magic|XPHB} action or a {@variantrule Bonus Action|XPHB} on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.",{"type":"entries","name":"Bolstering Flames","entries":["You or one creature you can see within 30 feet of yourself gains {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d4} plus your Charisma modifier."]},{"type":"entries","name":"Radiant Fire","entries":["One creature you can see within 30 feet of yourself takes {@damage 1d4} Fire or Radiant damage (your choice)."]}]},{"type":"entries","name":"Spellfire Spells","entries":["When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.",{"type":"table","colLabels":["Sorcerer Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Scorching Ray|XPHB}"],["5","{@spell Aura of Vitality|XPHB}, {@spell Dispel Magic|XPHB}"],["7","{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Greater Restoration|XPHB}, {@spell Flame Strike|XPHB}"]]}]}]},{"level":6,"name":"Absorb Spells","entries":["You always have {@spell Counterspell|XPHB} prepared.","Additionally, whenever a target fails the saving throw against a {@spell Counterspell|XPHB} you cast, you regain {@dice 1d4} Sorcery Points."]},{"level":14,"name":"Honed Spellfire","entries":["Your {@subclassFeature Spellfire Burst|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} improves. You add your {@class Sorcerer|XPHB} level to the {@variantrule Temporary Hit Points|XPHB} gained from {@subclassFeature Bolstering Flames|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF}, and the damage of {@subclassFeature Radiant Fire|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} increases to {@dice 1d8}."]},{"level":18,"name":"Crown of Spellfire","entries":["When you use {@classFeature Innate Sorcery|Sorcerer|XPHB|1}, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.",{"type":"entries","name":"Burning Life Force","page":8,"entries":["Once per turn when you are hit by an attack roll, you can expend a number of {@variantrule Hit Point Dice|XPHB}, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled."]},{"type":"entries","name":"Flight","page":8,"entries":["You gain a {@variantrule Fly Speed|XPHB} of 60 feet and can hover."]},{"type":"entries","name":"Spell Avoidance","page":8,"entries":["When you're subjected to a spell or magical effect that allows you to make a 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. You can't use this benefit if you have the {@condition Incapacitated|XPHB} condition."]}]}]},{"name":"Storm Sorcery","source":"XGE","image":"classes/XGE/Sorcerer.webp","gallery":[{"path":"classes/XGE/Sorcerer.webp"}],"features":[{"level":1,"name":"Storm Sorcery","entries":["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.","Storm 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.",{"type":"entries","name":"Wind Speaker","entries":["The arcane magic you command is infused with elemental air. You can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: {@language Primordial||Aquan}, {@language Primordial||Auran}, {@language Primordial||Ignan}, and {@language Primordial||Terran}."]},{"type":"entries","name":"Tempestuous Magic","entries":["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":6,"name":"Heart of the Storm","entries":["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."]},{"level":6,"name":"Storm Guide","entries":["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":14,"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":18,"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."]}]},{"name":"Wild Magic","source":"PHB","image":"classes/PHB/Wild Sorcerer.webp","gallery":[{"path":"classes/PHB/Wild Sorcerer.webp"}],"features":[{"level":1,"name":"Wild Magic","entries":["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.",{"type":"entries","name":"Wild Magic Surge","entries":["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 {@dice 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 {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.",{"type":"table","caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice 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."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","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."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice 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."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","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 {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"data":{"genTables":{"tableInclude":true,"reprintedAs":["Wild Magic Surge|XPHB"]}}}]},{"type":"entries","name":"Tides of Chaos","entries":["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 {@table Wild Magic Surge|PHB} table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature."]}]},{"level":6,"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 {@dice 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":14,"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 {@table Wild Magic Surge|PHB} table, you can roll twice and use either number."]},{"level":18,"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."]}]},{"name":"Wild Magic Sorcery","source":"XPHB","image":"classes/XPHB/Wild Magic Sorcerer.webp","gallery":[{"path":"classes/XPHB/Wild Magic Sorcerer.webp","credit":"Ekaterina Burmark"}],"features":[{"level":3,"name":"Wild Magic Sorcery","entries":["{@i Unleash Chaotic Magic}","Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.",{"type":"entries","name":"Wild Magic Surge","entries":["Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll {@dice 1d20} immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.","If the magical effect is a spell, it is too wild to be affected by your Metamagic.",{"type":"table","caption":"Wild Magic Surge","colLabels":["{@dice 1d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01–04","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["05–08","A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block."],["09–12","For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns."],["13–16","Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw."],["17–20","You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell."],["21–24","For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}."],["25–28","You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["29–32","The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die."],["33–36","You have {@variantrule Resistance|XPHB} to all damage for the next minute."],["37–40","You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts."],["41–44","For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns."],["45–48","You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell."],["49–52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}."],["53–56","You can take one extra action on this turn."],["57–60","You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}."],["61–64","For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning."],["65–68","If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell."],["69–72","You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear."],["73–76","You teleport up to 60 feet to an unoccupied space you can see."],["77–80","A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours."],["81–84","You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn."],["85–88","Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt."],["89–92","Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage."],["93–96","You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute."],["97–00","Roll {@dice 1d6} On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously."]],"data":{"genTables":{"tableInclude":true}}}]},{"type":"entries","name":"Tides of Chaos","entries":["You can manipulate chaos itself to give yourself {@variantrule Advantage|XPHB} on one {@variantrule D20 Test|XPHB} before you roll the {@dice d20}. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a {@variantrule Long Rest|XPHB} before you can use this feature again.","If you do cast a Sorcerer spell with a spell slot before you finish a {@variantrule Long Rest|XPHB}, you automatically roll on the {@table Wild Magic Surge|XPHB} table."]}]},{"level":6,"name":"Bend Luck","entries":["You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the {@dice d20} for a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} and spend 1 Sorcery Point to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the {@dice d20} roll."]},{"level":14,"name":"Controlled Chaos","entries":["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":18,"name":"Tamed Surge","entries":["Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the {@table Wild Magic Surge|XPHB} table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]}]}],"lore":[{"name":"Sorcerer","type":"section","entries":["Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.","Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.","Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.","Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.",{"type":"entries","name":"Raw Magic","entries":["Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.","The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.","Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power."]},{"type":"entries","name":"Unexplained Powers","entries":["Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.","Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know."]},{"type":"entries","name":"Creating a Sorcerer","entries":["The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?","How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.",{"type":"entries","name":"Quick Build","entries":["You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the {@spell light}, {@spell prestidigitation}, {@spell ray of frost}, and {@spell shocking grasp} cantrips, along with the 1st-level spells {@spell shield} and {@spell magic missile}."]}]}],"page":99,"source":"PHB"},{"type":"section","entries":[{"type":"quote","entries":["Practice and study are for amateurs. True power is a birthright."],"by":"Hennet, scion of Tiamat"},"When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.","Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.","Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.","Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona.",{"type":"quote","entries":["Divine? Arcane? What difference does it make where magic comes from? You've got it or you don't. Fortunately, I've got loads of the stuff."],"by":"Xanathar"},{"type":"entries","name":"Arcane Origins","entries":["Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.","Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.",{"type":"table","caption":"Arcane Origins","colLabels":["{@dice d6}","Origin"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse."],[{"type":"cell","roll":{"exact":2}},"You are the reincarnation of a being from another plane of existence."],[{"type":"cell","roll":{"exact":3}},"A powerful entity entered the world. Its magic changed you."],[{"type":"cell","roll":{"exact":4}},"Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends."],[{"type":"cell","roll":{"exact":5}},"You are the product of generations of careful, selective breeding."],[{"type":"cell","roll":{"exact":6}},"You were made in a vat by an alchemist."]]}]},{"type":"entries","name":"Reaction","entries":["When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.","When your sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?",{"type":"table","caption":"Reactions","colLabels":["{@dice d6}","Reaction"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community."],[{"type":"cell","roll":{"exact":2}},"Your powers caused destruction and even a death when they became evident, and you were treated as a criminal."],[{"type":"cell","roll":{"exact":3}},"Your neighbors hate and fear your power, causing them to shun you."],[{"type":"cell","roll":{"exact":4}},"You came to the attention of a sinister cult that plans on exploiting your abilities."],[{"type":"cell","roll":{"exact":5}},"People around you believe that your powers are a curse levied on your family for a past transgression."],[{"type":"cell","roll":{"exact":6}},"Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago."]]}]},{"type":"entries","name":"Supernatural Mark","entries":["A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.","If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.",{"type":"table","caption":"Supernatural Marks","colLabels":["{@dice d6}","Mark"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your eyes are an unusual color, such as red."],[{"type":"cell","roll":{"exact":2}},"You have an extra toe on one foot."],[{"type":"cell","roll":{"exact":3}},"One of your ears is noticeably larger than the other."],[{"type":"cell","roll":{"exact":4}},"Your hair grows at a prodigious rate."],[{"type":"cell","roll":{"exact":5}},"You wrinkle your nose repeatedly while you are chewing."],[{"type":"cell","roll":{"exact":6}},"A red splotch appears on your neck once a day, then vanishes after an hour."]]}]},{"type":"entries","name":"Signs of Sorcery","entries":["As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.","When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?",{"type":"table","caption":"Signs of Sorcery","colLabels":["{@dice d6}","Sign"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"You deliver the verbal components of your spells in the booming voice of a titan."],[{"type":"cell","roll":{"exact":2}},"For a moment after you cast a spell, the area around you grows dark and gloomy."],[{"type":"cell","roll":{"exact":3}},"You sweat profusely while casting a spell and for a few seconds thereafter."],[{"type":"cell","roll":{"exact":4}},"Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell."],[{"type":"cell","roll":{"exact":5}},"If you are standing when you cast a spell, you rise six inches into the air and gently float back down."],[{"type":"cell","roll":{"exact":6}},"Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear."]]}]}],"page":48,"source":"XGE"}],"gallery":[{"path":"classes/PHB/Sorcerer.webp"}],"hidden":true,"otherVersions":[{"id":"sorcerer","source":"XPHB"}]},{"id":"spellcaster-sidekick","name":"Spellcaster Sidekick","source":"TCE","page":144,"srd":false,"image":"classes/TCE/Spellcaster Sidekick.webp","hitDie":"-","primaryAbility":"","savingThrows":"","proficiencies":"","armorProficiencies":"","weaponProficiencies":"","toolProficiencies":"","subclassTitle":"Subclass","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","Spells Known","1st","2nd","3rd","4th","5th"],"rows":[["1","+2","Sidekick Class, Bonus Proficiencies, Spellcasting","2","1","2","0","0","0","0"],["2","+2","-","2","2","2","0","0","0","0"],["3","+2","-","2","3","3","0","0","0","0"],["4","+2","Ability Score Improvement","3","3","3","0","0","0","0"],["5","+3","-","3","4","4","2","0","0","0"],["6","+3","Potent Cantrips","3","4","4","2","0","0","0"],["7","+3","-","3","5","4","3","0","0","0"],["8","+3","Ability Score Improvement","3","5","4","3","0","0","0"],["9","+4","-","3","6","4","3","2","0","0"],["10","+4","-","4","6","4","3","2","0","0"],["11","+4","-","4","7","4","3","3","0","0"],["12","+4","Ability Score Improvement","4","7","4","3","3","0","0"],["13","+5","-","4","8","4","3","3","1","0"],["14","+5","Empowered Spells","4","8","4","3","3","1","0"],["15","+5","-","4","9","4","3","3","2","0"],["16","+5","Ability Score Improvement","4","9","4","3","3","2","0"],["17","+6","-","4","10","4","3","3","3","1"],["18","+6","Ability Score Improvement","4","10","4","3","3","3","1"],["19","+6","-","4","11","4","3","3","3","2"],["20","+6","Focused Casting","4","11","4","3","3","3","2"]]},"features":[{"level":1,"name":"Sidekick Class","entries":["{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}"]},{"level":1,"name":"Bonus Proficiencies","entries":["{@i 1st-level Warrior feature}","The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.","In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Acrobatics}, {@skill Animal Handling}, {@skill Athletics}, {@skill Intimidation}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.","The sidekick gains proficiency with all armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it gains proficiency with shields and all simple and martial weapons."]},{"level":1,"name":"Spellcasting","entries":["{@i 1st-level Spellcaster feature}","The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.",{"type":"table","caption":"Spellcasting","colLabels":["Role","Spell List","Ability"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["Mage","{@filter Wizard|spells|class=Wizard}","Intelligence"],["Healer","{@filter Cleric and Druid|spells|class=Cleric;Druid}","Wisdom"],["Prodigy","{@filter Bard and Warlock|spells|class=Bard;Warlock}","Charisma"]]},{"type":"entries","entries":[{"type":"entries","name":"Spell Slots","entries":["The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest."]},{"type":"entries","name":"Spells Known","entries":["The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. Here are recommendations for a 1st-level spellcaster of each role:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Mage:","entry":"{@spell mage hand}, {@spell ray of frost}, {@spell thunderwave}"},{"type":"item","name":"Healer:","entry":"{@spell cure wounds}, {@spell guidance}, {@spell sacred flame}"},{"type":"item","name":"Prodigy:","entry":"{@spell eldritch blast}, {@spell healing word}, {@spell light}"},"The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.","Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots."]}]},{"type":"entries","name":"Spellcasting Ability","entries":["The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.","The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["spellcasting"]},{"type":"abilityAttackMod","name":"Spell","attributes":["spellcasting"]}]},{"type":"entries","name":"Spellcasting Focus","entries":["The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Healer can use a holy symbol, and a Prodigy can use an arcane focus or a {@item musical instrument|PHB}."]}]}]},{"level":4,"name":"Ability Score Improvement","entries":["{@i 4th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":6,"name":"Potent Cantrips","entries":["{@i 6th-level Spellcaster feature}","The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip."]},{"level":8,"name":"Ability Score Improvement","entries":["{@i 8th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":12,"name":"Ability Score Improvement","entries":["{@i 12th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Empowered Spells","entries":["{@i 14th-level Spellcaster feature}","Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any."]},{"level":16,"name":"Ability Score Improvement","entries":["{@i 16th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":18,"name":"Ability Score Improvement","entries":["{@i 18th-level Spellcaster feature}","At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Focused Casting","entries":["{@i 20th-level Spellcaster feature}","Taking damage can't break the sidekick's {@status concentration} on a spell."]}],"subclasses":[],"lore":[{"name":"Spellcaster Sidekick","type":"section","entries":["A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins."],"source":"TCE"}],"gallery":[{"path":"classes/TCE/Spellcaster Sidekick.webp","title":"Spellcasters, Left to Right: a Bullywug, a Goblin, and a Tabaxi","credit":"David Rene Christensen"}]},{"id":"warlock","name":"Warlock","source":"XPHB","page":152,"srd":true,"image":"classes/XPHB/Warlock.webp","hitDie":"d8","primaryAbility":"Charisma","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light · Weapons: Simple · Skills: choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion","armorProficiencies":"Light","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Warlock Subclass","table":{"headers":["Level","Prof. Bonus","Features","Invocations","Cantrips","Prepared Spells","Spell Slots","Slot Level"],"rows":[["1","+2","Eldritch Invocations, Pact Magic, Eldritch Invocation Options","1","2","2","1","1"],["2","+2","Magical Cunning","3","2","3","2","1"],["3","+2","Warlock Subclass","3","2","4","2","2"],["4","+2","Ability Score Improvement","3","3","5","2","2"],["5","+3","-","5","3","6","2","3"],["6","+3","Subclass Feature","5","3","7","2","3"],["7","+3","-","6","3","8","2","4"],["8","+3","Ability Score Improvement","6","3","9","2","4"],["9","+4","Contact Patron","7","3","10","2","5"],["10","+4","Subclass Feature","7","4","10","2","5"],["11","+4","Mystic Arcanum","7","4","11","3","5"],["12","+4","Ability Score Improvement","8","4","11","3","5"],["13","+5","Mystic Arcanum","8","4","12","3","5"],["14","+5","Subclass Feature","8","4","12","3","5"],["15","+5","Mystic Arcanum","9","4","13","3","5"],["16","+5","Ability Score Improvement","9","4","13","3","5"],["17","+6","Mystic Arcanum","9","4","14","4","5"],["18","+6","-","10","4","14","4","5"],["19","+6","Epic Boon","10","4","15","4","5"],["20","+6","Eldritch Master","10","4","15","4","5"]]},"features":[{"level":1,"name":"Eldritch Invocations","entries":["You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the \"{@filter Eldritch Invocation Options|optionalfeatures|feature type=EI|source=XPHB}\" section later in this class's description.",{"type":"entries","entries":[{"type":"entries","name":"Prerequisites","entries":["If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5."]},{"type":"entries","name":"Replacing and Gaining Invocations","entries":["Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have."]}]},"When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.","You can't pick the same invocation more than once unless its description says otherwise."]},{"level":1,"name":"Pact Magic","entries":["Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the {@filter Warlock spell list|spells|class=Warlock} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know two Warlock cantrips of your choice. {@spell Eldritch Blast|XPHB} and {@spell Prestidigitation|XPHB} are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.","When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table."]},{"type":"entries","name":"Spell Slots","entries":["The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.","For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell {@spell Witch Bolt|XPHB}, you must spend one of those slots, and you cast it as a level 3 spell."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. {@spell Charm Person|XPHB} and {@spell Hex|XPHB} are recommended."]}]},"The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.","If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.",{"type":"entries","entries":[{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is the spellcasting ability for your Warlock spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Warlock spells."]}]}]},{"level":1,"name":"Eldritch Invocation Options","entries":["Eldritch Invocation options appear in alphabetical order.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Agonizing Blast|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Armor of Shadows|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Ascendant Step|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Devil's Sight|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Devouring Blade|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Eldritch Mind|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Eldritch Smite|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Eldritch Spear|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Fiendish Vigor|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Gaze of Two Minds|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Gift of the Depths|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Gift of the Protectors|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Investment of the Chain Master|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Lessons of the First Ones|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Lifedrinker|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Mask of Many Faces|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Master of Myriad Forms|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Misty Visions|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"One with Shadows|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Otherworldly Leap|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Pact of the Blade|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Pact of the Chain|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Pact of the Tome|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Repelling Blast|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Thirsting Blade|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Visions of Distant Realms|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Whispers of the Grave|XPHB","preserve":{"prerequisite":true}},{"type":"refOptionalfeature","optionalfeature":"Witch Sight|XPHB","preserve":{"prerequisite":true}}]}]},{"level":2,"name":"Magical Cunning","entries":["You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":3,"name":"Warlock Subclass","entries":["You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Warlock subclass."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":9,"name":"Contact Patron","entries":["In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the {@spell Contact Other Plane|XPHB} spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.","Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Subclass Feature","entries":["You gain a feature from your Warlock subclass."]},{"level":11,"name":"Mystic Arcanum","entries":["Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.","You can cast your arcanum spell once without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.","As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a {@variantrule Long Rest|XPHB}.","Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":13,"name":"Mystic Arcanum","entries":["You gain a level 7 Warlock Spell of your choice."]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Warlock subclass."]},{"level":15,"name":"Mystic Arcanum","entries":["You gain a level 8 Warlock Spell of your choice."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":17,"name":"Mystic Arcanum","entries":["You gain a level 9 Warlock Spell of your choice."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended."]},{"level":20,"name":"Eldritch Master","entries":["When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots."]}],"subclasses":[{"name":"Archfey Patron","source":"XPHB","image":"classes/XPHB/Archfey Warlock.webp","gallery":[{"path":"classes/XPHB/Archfey Warlock.webp","credit":"Erion Makuo"}],"features":[{"level":3,"name":"Archfey Patron","entries":["{@i Bargain with Whimsical Fey}","Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.",{"type":"entries","name":"Archfey Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Archfey Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Calm Emotions|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Sleep|XPHB}"],["5","{@spell Blink|XPHB}, {@spell Plant Growth|XPHB}"],["7","{@spell Dominate Beast|XPHB}, {@spell Greater Invisibility|XPHB}"],["9","{@spell Dominate Person|XPHB}, {@spell Seeming|XPHB}"]]}]},{"type":"entries","name":"Steps of the Fey","entries":["Your patron grants you the ability to move between the boundaries of the planes. You can cast {@spell Misty Step|XPHB} without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","In addition, whenever you cast that spell, you can choose one of the following additional effects.",{"type":"entries","entries":[{"type":"entries","name":"Refreshing Step","entries":["Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}."]},{"type":"entries","name":"Taunting Step","entries":["Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you until the start of your next turn."]}]}]}]},{"level":6,"name":"Misty Escape","entries":["You can cast {@spell Misty Step|XPHB} as a {@variantrule Reaction|XPHB} in response to taking damage.","In addition, the following effects are now among your Steps of the Fey options.",{"type":"entries","entries":[{"type":"entries","name":"Disappearing Step","entries":["You have the {@condition Invisible|XPHB} condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell."]},{"type":"entries","name":"Dreadful Step","entries":["Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d10} Psychic damage."]}]}]},{"level":10,"name":"Beguiling Defenses","entries":["Your patron teaches you how to guard your mind and body. You are immune to the {@condition Charmed|XPHB} condition.","In addition, immediately after a creature you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this {@variantrule Reaction|XPHB}, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]},{"level":14,"name":"Bewitching Magic","entries":["Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast {@spell Misty Step|XPHB} as part of the same action and without expending a spell slot."]}]},{"name":"Celestial Patron","source":"XPHB","image":"classes/XPHB/Celestial Warlock.webp","gallery":[{"path":"classes/XPHB/Celestial Warlock.webp","credit":"Ekaterina Burmak"}],"features":[{"level":3,"name":"Celestial Patron","entries":["{@i Call on the Power of the Heavens}","Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.",{"type":"entries","name":"Celestial Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Celestial Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Aid|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Light|XPHB}, {@spell Sacred Flame|XPHB}"],["5","{@spell Daylight|XPHB}, {@spell Revivify|XPHB}"],["7","{@spell Guardian of Faith|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Greater Restoration|XPHB}, {@spell Summon Celestial|XPHB}"]]}]},{"type":"entries","name":"Healing Light","entries":["You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.","As a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of {@variantrule Hit Points|XPHB} equal to the roll's total. Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Radiant Soul","entries":["Your link to your patron allows you to serve as a conduit for radiant energy. You have {@variantrule Resistance|XPHB} to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets."]},{"level":10,"name":"Celestial Resilience","entries":["You gain {@variantrule Temporary Hit Points|XPHB} whenever you use your Magical Cunning feature or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. These {@variantrule Temporary Hit Points|XPHB} equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain {@variantrule Temporary Hit Points|XPHB} equal to half your Warlock level plus your Charisma modifier."]},{"level":14,"name":"Searing Vengeance","entries":["When you or an ally within 60 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can unleash radiant energy to save the creature. The creature regains {@variantrule Hit Points|XPHB} equal to half its {@variantrule Hit Points|XPHB|Hit Point} maximum and can end the {@condition Prone|XPHB} condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to {@dice 2d8} plus your Charisma modifier, and each has the {@condition Blinded|XPHB} condition until the end of the current turn.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Fiend Patron","source":"XPHB","image":"classes/XPHB/Fiend Warlock.webp","gallery":[{"path":"classes/XPHB/Fiend Warlock.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Fiend Patron","entries":["{@i Make a Deal with the Lower Planes}","Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.",{"type":"entries","name":"Fiend Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Fiend Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Burning Hands|XPHB}, {@spell Command|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Suggestion|XPHB}"],["5","{@spell Fireball|XPHB}, {@spell Stinking Cloud|XPHB}"],["7","{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Geas|XPHB}, {@spell Insect Plague|XPHB}"]]}]},{"type":"entries","name":"Dark One's Blessing","entries":["When you reduce an enemy to 0 {@variantrule Hit Points|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to your Charisma modifier plus your Warlock level (minimum of 1 {@variantrule Temporary Hit Points|XPHB|Temporary Hit Point}). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 {@variantrule Hit Points|XPHB}."]}]},{"level":6,"name":"Dark One's Own Luck","entries":["You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add {@dice 1d10} to your roll. You can do so after seeing the roll but before any of the roll's effects occur.","You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Fiendish Resilience","entries":["Choose one damage type, other than Force, whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You have {@variantrule Resistance|XPHB} to that damage type until you choose a different one with this feature."]},{"level":14,"name":"Hurl Through Hell","entries":["Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes {@damage 8d10} Psychic damage if it isn't a Fiend, and it has the {@condition Incapacitated|XPHB} condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]}]},{"name":"Great Old One Patron","source":"XPHB","image":"classes/XPHB/Great Old One Warlock.webp","gallery":[{"path":"classes/XPHB/Great Old One Warlock.webp","credit":"Magali Villeneuve"}],"features":[{"level":3,"name":"Great Old One Patron","entries":["{@i Unearth Forbidden Lore of Ineffable Beings}","When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.",{"type":"entries","name":"Great Old One Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Great Old One Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Tasha's Hideous Laughter|XPHB}"],["5","{@spell Clairvoyance|XPHB}, {@spell Hunger of Hadar|XPHB}"],["7","{@spell Confusion|XPHB}, {@spell Summon Aberration|XPHB}"],["9","{@spell Modify Memory|XPHB}, {@spell Telekinesis|XPHB}"]]}]},{"type":"entries","name":"Awakened Mind","entries":["You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.","The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature."]},{"type":"entries","name":"Psychic Spells","entries":["When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an {@filter Enchantment|spells|class=Warlock|school=E} or {@filter Illusion|spells|class=Warlock|school=I}, you can do so without Verbal or Somatic components."]}]},{"level":6,"name":"Clairvoyant Combatant","entries":["When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has {@variantrule Disadvantage|XPHB} on attack rolls against you, and you have {@variantrule Advantage|XPHB} on attack rolls against that creature for the duration of the bond.","Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]},{"level":10,"name":"Eldritch Hex","entries":["Your alien patron grants you a powerful curse. You always have the {@spell Hex|XPHB} spell prepared. When you cast {@spell Hex|XPHB} and choose an ability, the target also has {@variantrule Disadvantage|XPHB} on saving throws of the chosen ability for the duration of the spell."]},{"level":10,"name":"Thought Shield","entries":["Your thoughts can't be read by telepathy or other means unless you allow it. You also have {@variantrule Resistance|XPHB} to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take."]},{"level":14,"name":"Create Thrall","entries":["When you cast {@spell Summon Aberration|XPHB}, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of {@variantrule Temporary Hit Points|XPHB} equal to your Warlock level plus your Charisma modifier.","In addition, the first time each turn the Aberration hits a creature under the effect of your {@spell Hex|XPHB}, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell."]}]},{"name":"The Archfey","source":"PHB","features":[{"level":1,"name":"The Archfey","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Archfey Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell sleep}"],["2nd","{@spell calm emotions}, {@spell phantasmal force}"],["3rd","{@spell blink}, {@spell plant growth}"],["4th","{@spell dominate beast}, {@spell greater invisibility}"],["5th","{@spell dominate person}, {@spell seeming}"]]}]},{"type":"entries","name":"Fey Presence","entries":["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 {@condition charmed} or {@condition 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":6,"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 {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition 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":10,"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 {@condition 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 {@condition charmed} by you for 1 minute or until the creature takes any damage."]},{"level":14,"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 {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute or until your {@status concentration} is broken (as if you are {@status concentration||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."]}]},{"name":"The Celestial","source":"XGE","image":"classes/XGE/Celestial Warlock.webp","gallery":[{"path":"classes/XGE/Celestial Warlock.webp"}],"features":[{"level":1,"name":"The Celestial","entries":["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.","Being 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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Celestial Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell cure wounds}, {@spell guiding bolt}"],["2nd","{@spell flaming sphere}, {@spell lesser restoration}"],["3rd","{@spell daylight}, {@spell revivify}"],["4th","{@spell guardian of faith}, {@spell wall of fire}"],["5th","{@spell flame strike}, {@spell greater restoration}"]]}]},{"type":"entries","name":"Bonus Cantrips","entries":["At 1st level, you learn the {@spell sacred flame} and {@spell light} cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known."]},{"type":"entries","name":"Healing Light","entries":["At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of {@dice d6}s 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":6,"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":10,"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":14,"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 {@dice 2d8} + your Charisma modifier, and it is {@condition 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."]}]},{"name":"The Fathomless","source":"TCE","image":"classes/TCE/Fathomless Warlock.webp","gallery":[{"path":"classes/TCE/Fathomless Warlock.webp"}],"features":[{"level":1,"name":"The Fathomless","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.",{"type":"entries","name":"Expanded Spell List","entries":["{@i 1st-level Fathomless feature}","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.",{"type":"table","caption":"Fathomless Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell create or destroy water}, {@spell thunderwave}"],["2nd","{@spell gust of wind}, {@spell silence}"],["3rd","{@spell lightning bolt}, {@spell sleet storm}"],["4th","{@spell control water}, {@spell summon elemental|tce} (water only)"],["5th","{@spell Bigby's hand} (appears as a tentacle), {@spell cone of cold}"]]}]},{"type":"entries","name":"Tentacle of the Deeps","entries":["{@i 1st-level Fathomless feature}","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 {@damage 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 {@damage 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."]},{"type":"entries","name":"Gift of the Sea","entries":["{@i 1st-level Fathomless feature}","You gain a swimming speed of 40 feet, and you can breathe underwater."]}]},{"level":6,"name":"Oceanic Soul","entries":["{@i 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."]},{"level":6,"name":"Guardian Coil","entries":["{@i 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 {@dice 1d8}. When you reach 10th level in this class, the damage reduced by the tentacle increases to {@dice 2d8}."]},{"level":10,"name":"Grasping Tentacles","entries":["{@i 10th-level Fathomless feature}","You learn the spell {@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 {@status concentration} on this spell."]},{"level":14,"name":"Fathomless Plunge","entries":["{@i 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."]}]},{"name":"The Fiend","source":"PHB","features":[{"level":1,"name":"The Fiend","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Fiend Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell burning hands}, {@spell command}"],["2nd","{@spell blindness/deafness}, {@spell scorching ray}"],["3rd","{@spell fireball}, {@spell stinking cloud}"],["4th","{@spell fire shield}, {@spell wall of fire}"],["5th","{@spell flame strike}, {@spell hallow}"]]}]},{"type":"entries","name":"Dark One's Blessing","entries":["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":6,"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 {@dice 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":10,"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":14,"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 {@damage 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."]}]},{"name":"The Genie","source":"TCE","image":"classes/TCE/Genie Warlock.webp","gallery":[{"path":"classes/TCE/Genie Warlock.webp"}],"features":[{"level":1,"name":"The Genie","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.",{"type":"table","caption":"Genie Kind","colLabels":["d4","Kind","Element"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[[1,"{@creature Dao}","Earth"],[2,"{@creature Djinni}","Air"],[3,"{@creature Efreeti}","Fire"],[4,"{@creature Marid}","Water"]]},{"name":"Expanded Spell List","type":"entries","entries":["{@i 1st-level Genie feature}","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.",{"type":"table","caption":"Genie Expanded Spells","colLabels":["Spell Level","Genie Spells","Dao Spells","Djinni Spells","Efreeti Spells","Marid Spells"],"colStyles":["col-1 text-center","col-2-2","col-2-2","col-2-2","col-2-2","col-2-2"],"rows":[["1st","{@spell detect evil and good}","{@spell sanctuary}","{@spell thunderwave}","{@spell burning hands}","{@spell fog cloud}"],["2nd","{@spell phantasmal force}","{@spell spike growth}","{@spell gust of wind}","{@spell scorching ray}","{@spell blur}"],["3rd","{@spell create food and water}","{@spell meld into stone}","{@spell wind wall}","{@spell fireball}","{@spell sleet storm}"],["4th","{@spell phantasmal killer}","{@spell stone shape}","{@spell greater invisibility}","{@spell fire shield}","{@spell control water}"],["5th","{@spell creation}","{@spell wall of stone}","{@spell seeming}","{@spell flame strike}","{@spell cone of cold}"],["9th","{@spell wish}","—","—","—","—"]]}]},{"type":"entries","name":"Genie's Vessel","entries":["{@i 1st-level Genie feature}","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.",{"type":"table","caption":"Genie's Vessel","colLabels":["d6","Vessel"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Bottled Respite","entries":["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."]},{"type":"entries","name":"Genie's Wrath","entries":["Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)."]}]},"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."]}]},{"level":6,"name":"Elemental Gift","entries":["{@i 6th-level Genie feature}","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."]},{"level":10,"name":"Sanctuary Vessel","entries":["{@i 10th-level Genie feature}","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."]},{"level":14,"name":"Limited Wish","entries":["{@i 14th-level Genie feature}","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 {@filter spell that is 6th level or lower and has a casting time of 1 action|spells|cast time=action|level=0;1;2;3;4;5;6}. 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 {@dice 1d4} long rests."]}]},{"name":"The Great Old One","source":"PHB","features":[{"level":1,"name":"The Great Old One","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Great Old One Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell dissonant whispers}, {@spell Tasha's hideous laughter}"],["2nd","{@spell detect thoughts}, {@spell phantasmal force}"],["3rd","{@spell clairvoyance}, {@spell sending}"],["4th","{@spell dominate beast}, {@spell Evard's black tentacles}"],["5th","{@spell dominate person}, {@spell telekinesis}"]]}]},{"type":"entries","name":"Awakened Mind","entries":["Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. 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 telepathic utterances, but the creature must be able to understand at least one language."]}]},{"level":6,"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":10,"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":14,"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 {@condition incapacitated} humanoid. That creature is then {@condition charmed} by you until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or you use this feature again.","You can communicate telepathically with the {@condition charmed} creature as long as the two of you are on the same plane of existence."]}]},{"name":"The Hexblade","source":"XGE","image":"classes/XGE/Hexblade Warlock.webp","gallery":[{"path":"classes/XGE/Hexblade Warlock.webp"}],"features":[{"level":1,"name":"The Hexblade","entries":["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.","Because 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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Hexblade Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell shield}, {@spell wrathful smite}"],["2nd","{@spell blur}, {@spell branding smite}"],["3rd","{@spell blink}, {@spell elemental weapon}"],["4th","{@spell phantasmal killer}, {@spell staggering smite}"],["5th","{@spell banishing smite}, {@spell cone of cold}"]]}]},{"type":"entries","name":"Hexblade's Curse","entries":["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 {@condition incapacitated}. Until the curse ends, you gain the following benefits:",{"type":"list","items":["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 {@dice d20}.","If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point)."]},"You can't use this feature again until you finish a short or long rest."]},{"type":"entries","name":"Hex Warrior","entries":["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":6,"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 {@creature 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":10,"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 {@dice d6}. On a 4 or higher, the attack instead misses you, regardless of its roll."]},{"level":14,"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 {@condition incapacitated}. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature."]}]},{"name":"The Undead","source":"VRGR","image":"classes/VRGR/Undead Warlock.webp","gallery":[{"path":"classes/VRGR/Undead Warlock.webp"}],"features":[{"level":1,"name":"The Undead","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.",{"type":"entries","name":"Expanded Spell List","entries":["{@i 1st-level Undead feature}","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.",{"type":"table","caption":"Undead Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["2nd","{@spell blindness/deafness}, {@spell phantasmal force}"],["3rd","{@spell phantom steed}, {@spell speak with dead}"],["4th","{@spell death ward}, {@spell greater invisibility}"],["5th","{@spell antilife shell}, {@spell cloudkill}"]]}]},{"type":"entries","name":"Form of Dread","entries":["{@i 1st-level Undead feature}","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:",{"type":"list","items":["You gain temporary hit points equal to {@dice 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 {@condition frightened} of you until the end of your next turn.","You are immune to the {@condition 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."]}]},{"level":6,"name":"Grave Touched","entries":["{@i 6th-level Undead feature}","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."]},{"level":10,"name":"Necrotic Husk","entries":["{@i 10th-level Undead feature}","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 {@damage 2d10} + your warlock level. You then gain 1 level of {@condition exhaustion}. Once you use this reaction, you can't do so again until you finish {@dice 1d4} long rests."]},{"level":14,"name":"Spirit Projection","entries":["{@i 14th-level Undead feature}","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 {@condition 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 {@status concentration} is broken (as if {@status concentration||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:",{"type":"list","items":["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 {@quickref difficult terrain||3}, but you take {@damage 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."]}]},{"name":"The Undying","source":"SCAG","features":[{"level":1,"name":"The Undying","entries":["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 Fistandantilus.","In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Undying Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell false life}, {@spell ray of sickness}"],["2nd","{@spell blindness/deafness}, {@spell silence}"],["3rd","{@spell feign death}, {@spell speak with dead}"],["4th","{@spell aura of life}, {@spell death ward}"],["5th","{@spell contagion}, {@spell legend lore}"]]}]},{"type":"entries","name":"Among the Dead","entries":["Starting at 1st level, you learn the {@spell 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 {@spell 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":6,"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 {@dice 1d8} + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with {@spell spare the dying}.","Once you use this feature, you can't use it again until you finish a long rest."]},{"level":10,"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 {@condition 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":14,"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 {@dice 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."]}]},{"name":"Undead Patron","source":"RHW","image":"classes/RHW/Undead Patron Warlock.webp","gallery":[{"path":"classes/RHW/Undead Patron Warlock.webp","title":"Undead Patron Warlock","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Undead Patron","entries":["{@i Defy Death for Profane Power}","You've made a pact with a creature that defies the cycle of life and death: a powerful lich, a vampire, or another entity of undeath. Having once been mortal, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge and other secrets with those who work their will among the living.",{"type":"entries","name":"Form of Dread","entries":["As a {@variantrule Bonus Action|XPHB}, you transform into an avatar of your patron's dreadful power, gaining the benefits below for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Facsimile of Life","entries":["You gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your Warlock level."]},{"type":"entries","name":"Fearless Form","entries":["You have Immunity to the {@condition Frightened|XPHB} condition. If you are Frightened when you transform, the condition immediately ends for you."]},{"type":"entries","name":"Frightful Avatar","entries":["Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Frightened|XPHB} condition until the end of your next turn."]}]},{"type":"entries","name":"Undead Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Undead Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Bane|XPHB}, {@spell Blindness/Deafness|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Ray of Sickness|XPHB}"],["5","{@spell Speak with Dead|XPHB}, {@spell Summon Undead|XPHB}"],["7","{@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB}"],["9","{@spell Antilife Shell|XPHB}, {@spell Cloudkill|XPHB}"]]}]}]},{"level":6,"name":"Grave Touched","entries":["Your patron's powers have a profound effect on your body and magic, granting you the following benefits.",{"type":"entries","name":"Arcane Necrosis","entries":["Necrotic damage from your attacks, Warlock spells, and Warlock features ignores {@variantrule Resistance|XPHB} to Necrotic damage. Once per turn when you cast a spell that deals damage, you can change that spell's damage type to Necrotic."]},{"type":"entries","name":"Dreaded Necrosis","entries":["When you hit a creature with an attack roll and deal Necrotic damage while using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes. You can use this benefit only once per turn."]},{"type":"entries","name":"Undead Endurance","entries":["You don't gain {@condition Exhaustion|XPHB} levels from {@hazard dehydration|XPHB}, {@hazard malnutrition|XPHB}, or {@hazard suffocation|XPHB}. In addition, you don't need to sleep, and magic can't put you to sleep."]}]},{"level":10,"name":"Necrotic Husk","entries":["Your connection to undeath saturates your body. You gain the following benefits.",{"type":"entries","name":"Necrotic Resilience","entries":["You have {@variantrule Resistance|XPHB} to Necrotic damage. While using your Form of Dread, you have {@variantrule Immunity|XPHB} to Necrotic damage."]},{"type":"entries","name":"Unholy Resuscitation","entries":["If you drop to 0 Hit Points and don't die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to {@dice 2d10} plus your Charisma modifier on a failed save or half as much damage on a successful one. Your Hit Points then change to twice your Warlock level, and you gain 1 {@condition Exhaustion|XPHB} level.","Once you use this benefit, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":14,"name":"Superior Dread","entries":["Your Form of Dread improves, granting you the following benefits while you are using it.",{"type":"entries","name":"Dread Resistance","entries":["You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]},{"type":"entries","name":"Ghostly Flight","entries":["You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]},{"type":"entries","name":"Profane Casting","entries":["Whenever you cast a Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are costly or consumed."]}]}]}],"lore":[{"type":"section","name":"Warlock","source":"XPHB","page":152,"entries":["Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.","Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.","Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure."]}],"gallery":[{"path":"classes/XPHB/Warlock.webp","credit":"Nèstor Ossandón Leal"},{"path":"classes/XPHB/114-04-029.skull-spiders.webp","credit":"Wayne England"}],"otherVersions":[{"id":"warlock-phb","source":"PHB"}]},{"id":"warlock-phb","name":"Warlock","source":"PHB","page":105,"srd":false,"image":"classes/PHB/Warlock.webp","hitDie":"d8","primaryAbility":"","savingThrows":"Wisdom, Charisma","proficiencies":"Armor: Light · Weapons: Simple · Skills: choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion","armorProficiencies":"Light","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Otherworldly Patron","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","Spells Known","Spell Slots","Slot Level","Invocations Known"],"rows":[["1","+2","Pact Magic, Otherworldly Patron","2","2","1","1st","0"],["2","+2","Eldritch Invocations","2","3","2","1st","2"],["3","+2","Pact Boon","2","4","2","2nd","2"],["4","+2","Ability Score Improvement, Eldritch Versatility","3","5","2","2nd","2"],["5","+3","-","3","6","2","3rd","3"],["6","+3","Otherworldly Patron feature","3","7","2","3rd","3"],["7","+3","-","3","8","2","4th","4"],["8","+3","Ability Score Improvement","3","9","2","4th","4"],["9","+4","-","3","10","2","5th","5"],["10","+4","Otherworldly Patron feature","4","10","2","5th","5"],["11","+4","Mystic Arcanum (6th level)","4","11","3","5th","5"],["12","+4","Ability Score Improvement","4","11","3","5th","6"],["13","+5","Mystic Arcanum (7th level)","4","12","3","5th","6"],["14","+5","Otherworldly Patron feature","4","12","3","5th","6"],["15","+5","Mystic Arcanum (8th level)","4","13","3","5th","7"],["16","+5","Ability Score Improvement","4","13","3","5th","7"],["17","+6","Mystic Arcanum (9th level)","4","14","4","5th","7"],["18","+6","-","4","14","4","5th","8"],["19","+6","Ability Score Improvement","4","15","4","5th","8"],["20","+6","Eldritch Master","4","15","4","5th","8"]]},"features":[{"level":1,"name":"Pact Magic","entries":["Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter warlock spell list|spells|class=warlock}.",{"type":"entries","name":"Cantrips","entries":["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."]},{"type":"entries","name":"Spell Slots","entries":["The Warlock table shows how many spell slots you have to cast your {@filter warlock spells|spells|class=warlock} 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 {@spell witch bolt}, you must spend one of those slots, and you cast it as a 3rd-level spell."]},{"type":"entries","name":"Spells Known of 1st Level and Higher","entries":["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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.",{"type":"abilityDc","name":"Spell","attributes":["cha"]},{"type":"abilityAttackMod","name":"Spell","attributes":["cha"]}]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item arcane focus|phb} as a spellcasting focus for your warlock spells."]}]},{"level":1,"name":"Otherworldly Patron","entries":["At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level."]},{"level":2,"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.","At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=EI} page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.","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.","If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class."]},{"level":3,"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.",{"type":"options","count":1,"entries":[{"type":"refOptionalfeature","optionalfeature":"Pact of the Chain"},{"type":"refOptionalfeature","optionalfeature":"Pact of the Blade"},{"type":"refOptionalfeature","optionalfeature":"Pact of the Tome"},{"type":"refOptionalfeature","optionalfeature":"Pact of the Talisman|TCE"}]}]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":4,"name":"Eldritch Versatility","entries":["{@i 4th-level warlock {@variantrule optional class features|tce|optional 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:",{"type":"list","items":["Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the {@filter warlock spell list|spells|level=0|class=Warlock}.","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."]},{"level":6,"name":"Otherworldly Patron feature","entries":["At 6th level, you gain a feature granted by your Otherworldly Patron."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Otherworldly Patron feature","entries":["At 10th level, you gain a feature granted by your Otherworldly Patron."]},{"level":11,"name":"Mystic Arcanum (6th level)","entries":["At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 6th-level spell from the warlock spell list|spells|level=6|class=Warlock} 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."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":13,"name":"Mystic Arcanum (7th level)","entries":["At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 7th-level spell from the warlock spell list|spells|level=7|class=Warlock} 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."]},{"level":14,"name":"Otherworldly Patron feature","entries":["At 14th level, you gain a feature granted by your Otherworldly Patron."]},{"level":15,"name":"Mystic Arcanum (8th level)","entries":["At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 8th-level spell from the warlock spell list|spells|level=8|class=Warlock} 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."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":17,"name":"Mystic Arcanum (9th level)","entries":["At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 9th-level spell from the warlock spell list|spells|level=9|class=Warlock} 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."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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."]}],"subclasses":[{"name":"Archfey Patron","source":"XPHB","image":"classes/XPHB/Archfey Warlock.webp","gallery":[{"path":"classes/XPHB/Archfey Warlock.webp","credit":"Erion Makuo"}],"features":[{"level":3,"name":"Archfey Patron","entries":["{@i Bargain with Whimsical Fey}","Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.",{"type":"entries","name":"Archfey Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Archfey Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Calm Emotions|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Sleep|XPHB}"],["5","{@spell Blink|XPHB}, {@spell Plant Growth|XPHB}"],["7","{@spell Dominate Beast|XPHB}, {@spell Greater Invisibility|XPHB}"],["9","{@spell Dominate Person|XPHB}, {@spell Seeming|XPHB}"]]}]},{"type":"entries","name":"Steps of the Fey","entries":["Your patron grants you the ability to move between the boundaries of the planes. You can cast {@spell Misty Step|XPHB} without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","In addition, whenever you cast that spell, you can choose one of the following additional effects.",{"type":"entries","entries":[{"type":"entries","name":"Refreshing Step","entries":["Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}."]},{"type":"entries","name":"Taunting Step","entries":["Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you until the start of your next turn."]}]}]}]},{"level":6,"name":"Misty Escape","entries":["You can cast {@spell Misty Step|XPHB} as a {@variantrule Reaction|XPHB} in response to taking damage.","In addition, the following effects are now among your Steps of the Fey options.",{"type":"entries","entries":[{"type":"entries","name":"Disappearing Step","entries":["You have the {@condition Invisible|XPHB} condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell."]},{"type":"entries","name":"Dreadful Step","entries":["Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d10} Psychic damage."]}]}]},{"level":10,"name":"Beguiling Defenses","entries":["Your patron teaches you how to guard your mind and body. You are immune to the {@condition Charmed|XPHB} condition.","In addition, immediately after a creature you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this {@variantrule Reaction|XPHB}, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]},{"level":14,"name":"Bewitching Magic","entries":["Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast {@spell Misty Step|XPHB} as part of the same action and without expending a spell slot."]}]},{"name":"Celestial Patron","source":"XPHB","image":"classes/XPHB/Celestial Warlock.webp","gallery":[{"path":"classes/XPHB/Celestial Warlock.webp","credit":"Ekaterina Burmak"}],"features":[{"level":3,"name":"Celestial Patron","entries":["{@i Call on the Power of the Heavens}","Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.",{"type":"entries","name":"Celestial Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Celestial Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Aid|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Light|XPHB}, {@spell Sacred Flame|XPHB}"],["5","{@spell Daylight|XPHB}, {@spell Revivify|XPHB}"],["7","{@spell Guardian of Faith|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Greater Restoration|XPHB}, {@spell Summon Celestial|XPHB}"]]}]},{"type":"entries","name":"Healing Light","entries":["You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.","As a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of {@variantrule Hit Points|XPHB} equal to the roll's total. Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Radiant Soul","entries":["Your link to your patron allows you to serve as a conduit for radiant energy. You have {@variantrule Resistance|XPHB} to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets."]},{"level":10,"name":"Celestial Resilience","entries":["You gain {@variantrule Temporary Hit Points|XPHB} whenever you use your Magical Cunning feature or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. These {@variantrule Temporary Hit Points|XPHB} equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain {@variantrule Temporary Hit Points|XPHB} equal to half your Warlock level plus your Charisma modifier."]},{"level":14,"name":"Searing Vengeance","entries":["When you or an ally within 60 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can unleash radiant energy to save the creature. The creature regains {@variantrule Hit Points|XPHB} equal to half its {@variantrule Hit Points|XPHB|Hit Point} maximum and can end the {@condition Prone|XPHB} condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to {@dice 2d8} plus your Charisma modifier, and each has the {@condition Blinded|XPHB} condition until the end of the current turn.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"name":"Fiend Patron","source":"XPHB","image":"classes/XPHB/Fiend Warlock.webp","gallery":[{"path":"classes/XPHB/Fiend Warlock.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Fiend Patron","entries":["{@i Make a Deal with the Lower Planes}","Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.",{"type":"entries","name":"Fiend Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Fiend Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Burning Hands|XPHB}, {@spell Command|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Suggestion|XPHB}"],["5","{@spell Fireball|XPHB}, {@spell Stinking Cloud|XPHB}"],["7","{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}"],["9","{@spell Geas|XPHB}, {@spell Insect Plague|XPHB}"]]}]},{"type":"entries","name":"Dark One's Blessing","entries":["When you reduce an enemy to 0 {@variantrule Hit Points|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to your Charisma modifier plus your Warlock level (minimum of 1 {@variantrule Temporary Hit Points|XPHB|Temporary Hit Point}). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 {@variantrule Hit Points|XPHB}."]}]},{"level":6,"name":"Dark One's Own Luck","entries":["You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add {@dice 1d10} to your roll. You can do so after seeing the roll but before any of the roll's effects occur.","You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"level":10,"name":"Fiendish Resilience","entries":["Choose one damage type, other than Force, whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You have {@variantrule Resistance|XPHB} to that damage type until you choose a different one with this feature."]},{"level":14,"name":"Hurl Through Hell","entries":["Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes {@damage 8d10} Psychic damage if it isn't a Fiend, and it has the {@condition Incapacitated|XPHB} condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.","Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]}]},{"name":"Great Old One Patron","source":"XPHB","image":"classes/XPHB/Great Old One Warlock.webp","gallery":[{"path":"classes/XPHB/Great Old One Warlock.webp","credit":"Magali Villeneuve"}],"features":[{"level":3,"name":"Great Old One Patron","entries":["{@i Unearth Forbidden Lore of Ineffable Beings}","When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.",{"type":"entries","name":"Great Old One Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Great Old One Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Tasha's Hideous Laughter|XPHB}"],["5","{@spell Clairvoyance|XPHB}, {@spell Hunger of Hadar|XPHB}"],["7","{@spell Confusion|XPHB}, {@spell Summon Aberration|XPHB}"],["9","{@spell Modify Memory|XPHB}, {@spell Telekinesis|XPHB}"]]}]},{"type":"entries","name":"Awakened Mind","entries":["You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.","The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature."]},{"type":"entries","name":"Psychic Spells","entries":["When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an {@filter Enchantment|spells|class=Warlock|school=E} or {@filter Illusion|spells|class=Warlock|school=I}, you can do so without Verbal or Somatic components."]}]},{"level":6,"name":"Clairvoyant Combatant","entries":["When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has {@variantrule Disadvantage|XPHB} on attack rolls against you, and you have {@variantrule Advantage|XPHB} on attack rolls against that creature for the duration of the bond.","Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it."]},{"level":10,"name":"Eldritch Hex","entries":["Your alien patron grants you a powerful curse. You always have the {@spell Hex|XPHB} spell prepared. When you cast {@spell Hex|XPHB} and choose an ability, the target also has {@variantrule Disadvantage|XPHB} on saving throws of the chosen ability for the duration of the spell."]},{"level":10,"name":"Thought Shield","entries":["Your thoughts can't be read by telepathy or other means unless you allow it. You also have {@variantrule Resistance|XPHB} to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take."]},{"level":14,"name":"Create Thrall","entries":["When you cast {@spell Summon Aberration|XPHB}, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of {@variantrule Temporary Hit Points|XPHB} equal to your Warlock level plus your Charisma modifier.","In addition, the first time each turn the Aberration hits a creature under the effect of your {@spell Hex|XPHB}, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell."]}]},{"name":"The Archfey","source":"PHB","features":[{"level":1,"name":"The Archfey","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Archfey Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell sleep}"],["2nd","{@spell calm emotions}, {@spell phantasmal force}"],["3rd","{@spell blink}, {@spell plant growth}"],["4th","{@spell dominate beast}, {@spell greater invisibility}"],["5th","{@spell dominate person}, {@spell seeming}"]]}]},{"type":"entries","name":"Fey Presence","entries":["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 {@condition charmed} or {@condition 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":6,"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 {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition 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":10,"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 {@condition 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 {@condition charmed} by you for 1 minute or until the creature takes any damage."]},{"level":14,"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 {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute or until your {@status concentration} is broken (as if you are {@status concentration||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."]}]},{"name":"The Celestial","source":"XGE","image":"classes/XGE/Celestial Warlock.webp","gallery":[{"path":"classes/XGE/Celestial Warlock.webp"}],"features":[{"level":1,"name":"The Celestial","entries":["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.","Being 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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Celestial Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell cure wounds}, {@spell guiding bolt}"],["2nd","{@spell flaming sphere}, {@spell lesser restoration}"],["3rd","{@spell daylight}, {@spell revivify}"],["4th","{@spell guardian of faith}, {@spell wall of fire}"],["5th","{@spell flame strike}, {@spell greater restoration}"]]}]},{"type":"entries","name":"Bonus Cantrips","entries":["At 1st level, you learn the {@spell sacred flame} and {@spell light} cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known."]},{"type":"entries","name":"Healing Light","entries":["At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of {@dice d6}s 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":6,"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":10,"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":14,"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 {@dice 2d8} + your Charisma modifier, and it is {@condition 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."]}]},{"name":"The Fathomless","source":"TCE","image":"classes/TCE/Fathomless Warlock.webp","gallery":[{"path":"classes/TCE/Fathomless Warlock.webp"}],"features":[{"level":1,"name":"The Fathomless","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.",{"type":"entries","name":"Expanded Spell List","entries":["{@i 1st-level Fathomless feature}","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.",{"type":"table","caption":"Fathomless Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell create or destroy water}, {@spell thunderwave}"],["2nd","{@spell gust of wind}, {@spell silence}"],["3rd","{@spell lightning bolt}, {@spell sleet storm}"],["4th","{@spell control water}, {@spell summon elemental|tce} (water only)"],["5th","{@spell Bigby's hand} (appears as a tentacle), {@spell cone of cold}"]]}]},{"type":"entries","name":"Tentacle of the Deeps","entries":["{@i 1st-level Fathomless feature}","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 {@damage 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 {@damage 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."]},{"type":"entries","name":"Gift of the Sea","entries":["{@i 1st-level Fathomless feature}","You gain a swimming speed of 40 feet, and you can breathe underwater."]}]},{"level":6,"name":"Oceanic Soul","entries":["{@i 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."]},{"level":6,"name":"Guardian Coil","entries":["{@i 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 {@dice 1d8}. When you reach 10th level in this class, the damage reduced by the tentacle increases to {@dice 2d8}."]},{"level":10,"name":"Grasping Tentacles","entries":["{@i 10th-level Fathomless feature}","You learn the spell {@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 {@status concentration} on this spell."]},{"level":14,"name":"Fathomless Plunge","entries":["{@i 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."]}]},{"name":"The Fiend","source":"PHB","features":[{"level":1,"name":"The Fiend","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Fiend Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell burning hands}, {@spell command}"],["2nd","{@spell blindness/deafness}, {@spell scorching ray}"],["3rd","{@spell fireball}, {@spell stinking cloud}"],["4th","{@spell fire shield}, {@spell wall of fire}"],["5th","{@spell flame strike}, {@spell hallow}"]]}]},{"type":"entries","name":"Dark One's Blessing","entries":["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":6,"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 {@dice 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":10,"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":14,"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 {@damage 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."]}]},{"name":"The Genie","source":"TCE","image":"classes/TCE/Genie Warlock.webp","gallery":[{"path":"classes/TCE/Genie Warlock.webp"}],"features":[{"level":1,"name":"The Genie","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.",{"type":"table","caption":"Genie Kind","colLabels":["d4","Kind","Element"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[[1,"{@creature Dao}","Earth"],[2,"{@creature Djinni}","Air"],[3,"{@creature Efreeti}","Fire"],[4,"{@creature Marid}","Water"]]},{"name":"Expanded Spell List","type":"entries","entries":["{@i 1st-level Genie feature}","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.",{"type":"table","caption":"Genie Expanded Spells","colLabels":["Spell Level","Genie Spells","Dao Spells","Djinni Spells","Efreeti Spells","Marid Spells"],"colStyles":["col-1 text-center","col-2-2","col-2-2","col-2-2","col-2-2","col-2-2"],"rows":[["1st","{@spell detect evil and good}","{@spell sanctuary}","{@spell thunderwave}","{@spell burning hands}","{@spell fog cloud}"],["2nd","{@spell phantasmal force}","{@spell spike growth}","{@spell gust of wind}","{@spell scorching ray}","{@spell blur}"],["3rd","{@spell create food and water}","{@spell meld into stone}","{@spell wind wall}","{@spell fireball}","{@spell sleet storm}"],["4th","{@spell phantasmal killer}","{@spell stone shape}","{@spell greater invisibility}","{@spell fire shield}","{@spell control water}"],["5th","{@spell creation}","{@spell wall of stone}","{@spell seeming}","{@spell flame strike}","{@spell cone of cold}"],["9th","{@spell wish}","—","—","—","—"]]}]},{"type":"entries","name":"Genie's Vessel","entries":["{@i 1st-level Genie feature}","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.",{"type":"table","caption":"Genie's Vessel","colLabels":["d6","Vessel"],"colStyles":["col-2 text-center","col-10"],"rows":[["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:",{"type":"options","style":"list-hang-notitle","entries":[{"type":"entries","name":"Bottled Respite","entries":["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."]},{"type":"entries","name":"Genie's Wrath","entries":["Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)."]}]},"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."]}]},{"level":6,"name":"Elemental Gift","entries":["{@i 6th-level Genie feature}","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."]},{"level":10,"name":"Sanctuary Vessel","entries":["{@i 10th-level Genie feature}","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."]},{"level":14,"name":"Limited Wish","entries":["{@i 14th-level Genie feature}","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 {@filter spell that is 6th level or lower and has a casting time of 1 action|spells|cast time=action|level=0;1;2;3;4;5;6}. 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 {@dice 1d4} long rests."]}]},{"name":"The Great Old One","source":"PHB","features":[{"level":1,"name":"The Great Old One","entries":["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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Great Old One Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell dissonant whispers}, {@spell Tasha's hideous laughter}"],["2nd","{@spell detect thoughts}, {@spell phantasmal force}"],["3rd","{@spell clairvoyance}, {@spell sending}"],["4th","{@spell dominate beast}, {@spell Evard's black tentacles}"],["5th","{@spell dominate person}, {@spell telekinesis}"]]}]},{"type":"entries","name":"Awakened Mind","entries":["Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. 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 telepathic utterances, but the creature must be able to understand at least one language."]}]},{"level":6,"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":10,"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":14,"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 {@condition incapacitated} humanoid. That creature is then {@condition charmed} by you until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or you use this feature again.","You can communicate telepathically with the {@condition charmed} creature as long as the two of you are on the same plane of existence."]}]},{"name":"The Hexblade","source":"XGE","image":"classes/XGE/Hexblade Warlock.webp","gallery":[{"path":"classes/XGE/Hexblade Warlock.webp"}],"features":[{"level":1,"name":"The Hexblade","entries":["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.","Because 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.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Hexblade Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell shield}, {@spell wrathful smite}"],["2nd","{@spell blur}, {@spell branding smite}"],["3rd","{@spell blink}, {@spell elemental weapon}"],["4th","{@spell phantasmal killer}, {@spell staggering smite}"],["5th","{@spell banishing smite}, {@spell cone of cold}"]]}]},{"type":"entries","name":"Hexblade's Curse","entries":["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 {@condition incapacitated}. Until the curse ends, you gain the following benefits:",{"type":"list","items":["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 {@dice d20}.","If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point)."]},"You can't use this feature again until you finish a short or long rest."]},{"type":"entries","name":"Hex Warrior","entries":["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":6,"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 {@creature 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":10,"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 {@dice d6}. On a 4 or higher, the attack instead misses you, regardless of its roll."]},{"level":14,"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 {@condition incapacitated}. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature."]}]},{"name":"The Undead","source":"VRGR","image":"classes/VRGR/Undead Warlock.webp","gallery":[{"path":"classes/VRGR/Undead Warlock.webp"}],"features":[{"level":1,"name":"The Undead","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.",{"type":"entries","name":"Expanded Spell List","entries":["{@i 1st-level Undead feature}","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.",{"type":"table","caption":"Undead Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell bane}, {@spell false life}"],["2nd","{@spell blindness/deafness}, {@spell phantasmal force}"],["3rd","{@spell phantom steed}, {@spell speak with dead}"],["4th","{@spell death ward}, {@spell greater invisibility}"],["5th","{@spell antilife shell}, {@spell cloudkill}"]]}]},{"type":"entries","name":"Form of Dread","entries":["{@i 1st-level Undead feature}","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:",{"type":"list","items":["You gain temporary hit points equal to {@dice 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 {@condition frightened} of you until the end of your next turn.","You are immune to the {@condition 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."]}]},{"level":6,"name":"Grave Touched","entries":["{@i 6th-level Undead feature}","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."]},{"level":10,"name":"Necrotic Husk","entries":["{@i 10th-level Undead feature}","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 {@damage 2d10} + your warlock level. You then gain 1 level of {@condition exhaustion}. Once you use this reaction, you can't do so again until you finish {@dice 1d4} long rests."]},{"level":14,"name":"Spirit Projection","entries":["{@i 14th-level Undead feature}","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 {@condition 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 {@status concentration} is broken (as if {@status concentration||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:",{"type":"list","items":["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 {@quickref difficult terrain||3}, but you take {@damage 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."]}]},{"name":"The Undying","source":"SCAG","features":[{"level":1,"name":"The Undying","entries":["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 Fistandantilus.","In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.",{"type":"entries","name":"Expanded Spell List","entries":["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.",{"type":"table","caption":"Undying Expanded Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell false life}, {@spell ray of sickness}"],["2nd","{@spell blindness/deafness}, {@spell silence}"],["3rd","{@spell feign death}, {@spell speak with dead}"],["4th","{@spell aura of life}, {@spell death ward}"],["5th","{@spell contagion}, {@spell legend lore}"]]}]},{"type":"entries","name":"Among the Dead","entries":["Starting at 1st level, you learn the {@spell 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 {@spell 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":6,"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 {@dice 1d8} + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with {@spell spare the dying}.","Once you use this feature, you can't use it again until you finish a long rest."]},{"level":10,"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 {@condition 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":14,"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 {@dice 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."]}]},{"name":"Undead Patron","source":"RHW","image":"classes/RHW/Undead Patron Warlock.webp","gallery":[{"path":"classes/RHW/Undead Patron Warlock.webp","title":"Undead Patron Warlock","credit":"Ignatius Budi"}],"features":[{"level":3,"name":"Undead Patron","entries":["{@i Defy Death for Profane Power}","You've made a pact with a creature that defies the cycle of life and death: a powerful lich, a vampire, or another entity of undeath. Having once been mortal, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge and other secrets with those who work their will among the living.",{"type":"entries","name":"Form of Dread","entries":["As a {@variantrule Bonus Action|XPHB}, you transform into an avatar of your patron's dreadful power, gaining the benefits below for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.",{"type":"entries","name":"Facsimile of Life","entries":["You gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your Warlock level."]},{"type":"entries","name":"Fearless Form","entries":["You have Immunity to the {@condition Frightened|XPHB} condition. If you are Frightened when you transform, the condition immediately ends for you."]},{"type":"entries","name":"Frightful Avatar","entries":["Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Frightened|XPHB} condition until the end of your next turn."]}]},{"type":"entries","name":"Undead Spells","entries":["The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.",{"type":"table","caption":"Undead Spells","colLabels":["Warlock Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","{@spell Bane|XPHB}, {@spell Blindness/Deafness|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Ray of Sickness|XPHB}"],["5","{@spell Speak with Dead|XPHB}, {@spell Summon Undead|XPHB}"],["7","{@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB}"],["9","{@spell Antilife Shell|XPHB}, {@spell Cloudkill|XPHB}"]]}]}]},{"level":6,"name":"Grave Touched","entries":["Your patron's powers have a profound effect on your body and magic, granting you the following benefits.",{"type":"entries","name":"Arcane Necrosis","entries":["Necrotic damage from your attacks, Warlock spells, and Warlock features ignores {@variantrule Resistance|XPHB} to Necrotic damage. Once per turn when you cast a spell that deals damage, you can change that spell's damage type to Necrotic."]},{"type":"entries","name":"Dreaded Necrosis","entries":["When you hit a creature with an attack roll and deal Necrotic damage while using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes. You can use this benefit only once per turn."]},{"type":"entries","name":"Undead Endurance","entries":["You don't gain {@condition Exhaustion|XPHB} levels from {@hazard dehydration|XPHB}, {@hazard malnutrition|XPHB}, or {@hazard suffocation|XPHB}. In addition, you don't need to sleep, and magic can't put you to sleep."]}]},{"level":10,"name":"Necrotic Husk","entries":["Your connection to undeath saturates your body. You gain the following benefits.",{"type":"entries","name":"Necrotic Resilience","entries":["You have {@variantrule Resistance|XPHB} to Necrotic damage. While using your Form of Dread, you have {@variantrule Immunity|XPHB} to Necrotic damage."]},{"type":"entries","name":"Unholy Resuscitation","entries":["If you drop to 0 Hit Points and don't die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to {@dice 2d10} plus your Charisma modifier on a failed save or half as much damage on a successful one. Your Hit Points then change to twice your Warlock level, and you gain 1 {@condition Exhaustion|XPHB} level.","Once you use this benefit, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}]},{"level":14,"name":"Superior Dread","entries":["Your Form of Dread improves, granting you the following benefits while you are using it.",{"type":"entries","name":"Dread Resistance","entries":["You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage."]},{"type":"entries","name":"Ghostly Flight","entries":["You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object."]},{"type":"entries","name":"Profane Casting","entries":["Whenever you cast a Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are costly or consumed."]}]}]}],"lore":[{"name":"Warlock","type":"section","entries":["With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.","As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.","Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.","Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.",{"type":"entries","name":"Sworn and Beholden","entries":["A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.","The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons."]},{"type":"entries","name":"Delvers into Secrets","entries":["Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.","Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.","Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure."]},{"type":"entries","name":"Creating a Warlock","entries":["As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?","Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.","What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?","How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.",{"type":"entries","name":"Quick Build","entries":["You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the {@background charlatan} background. Third, choose the {@spell eldritch blast} and {@spell chill touch} cantrips, along with the 1st-level spells {@spell charm person} and {@spell witch bolt}."]}]}],"page":105,"source":"PHB"},{"type":"section","entries":[{"type":"quote","entries":["You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond."],"by":"Xarren, herald of Acamar"},"Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.","Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.","The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.",{"type":"quote","entries":["So you got your powers by making a contract with something? Is it in writing, perchance? Well, never mind. Just tell me this: Can I get your powers by eating you?"],"by":"Xanathar"},{"type":"entries","name":"Patron's Attitude","entries":["Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.","When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?",{"type":"table","caption":"Patron Attitudes","colLabels":["{@dice d6}","Attitude"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"Your patron has guided and helped your family for generations and is kindly toward you."],[{"type":"cell","roll":{"exact":2}},"Each interaction with your capricious patron is a surprise, whether pleasant or painful."],[{"type":"cell","roll":{"exact":3}},"Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world."],[{"type":"cell","roll":{"exact":4}},"Your patron is a strict disciplinarian but treats you with a measure of respect."],[{"type":"cell","roll":{"exact":5}},"Your patron tricked you into a pact and treats you as a slave."],[{"type":"cell","roll":{"exact":6}},"You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear."]]}]},{"type":"entries","name":"Special Terms of the Pact","entries":["A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.","Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.",{"type":"table","caption":"Special Terms","colLabels":["{@dice d6}","Term"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"When directed, you must take immediate action against a specific enemy of your patron."],[{"type":"cell","roll":{"exact":2}},"Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants."],[{"type":"cell","roll":{"exact":3}},"At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building."],[{"type":"cell","roll":{"exact":4}},"You must occasionally conduct bizarre rituals to maintain your pact."],[{"type":"cell","roll":{"exact":5}},"You can never wear the same outfit twice, since your patron finds such predictability to be boring."],[{"type":"cell","roll":{"exact":6}},"When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure."]]}]},{"type":"entries","name":"Binding Mark","entries":["Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.","If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?",{"type":"table","caption":"Binding Marks","colLabels":["d6","Mark"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","One of your eyes looks the same as one of your patron's eyes."],["2","Each time you wake up, the small blemish on your face appears in a different place."],["3","You display outward symptoms of a disease but suffer no ill effects from it."],["4","Your tongue is an unnatural color."],["5","You have a vestigial tail."],["6","Your nose glows in the dark."]]}]}],"page":53,"source":"XGE"}],"gallery":[{"path":"classes/PHB/Warlock.webp"}],"hidden":true,"otherVersions":[{"id":"warlock","source":"XPHB"}]},{"id":"warrior-sidekick","name":"Warrior Sidekick","source":"TCE","page":146,"srd":false,"image":"classes/TCE/Warrior Sidekick.webp","hitDie":"-","primaryAbility":"","savingThrows":"","proficiencies":"","armorProficiencies":"","weaponProficiencies":"","toolProficiencies":"","subclassTitle":"Subclass","table":{"headers":["Level","Prof. Bonus","Features"],"rows":[["1","+2","Sidekick Class, Bonus Proficiencies, Martial Role"],["2","+2","Second Wind"],["3","+2","Improved Critical"],["4","+2","Ability Score Improvement"],["5","+3","-"],["6","+3","Extra Attack"],["7","+3","Battle Readiness"],["8","+3","Ability Score Improvement"],["9","+4","-"],["10","+4","Improved Defense"],["11","+4","Indomitable"],["12","+4","Ability Score Improvement"],["13","+5","-"],["14","+5","Ability Score Improvement"],["15","+5","Extra Attack Improvement"],["16","+5","Ability Score Improvement"],["17","+6","-"],["18","+6","Indomitable Improvement"],["19","+6","Ability Score Improvement"],["20","+6","Second Wind Improvement"]]},"features":[{"level":1,"name":"Sidekick Class","entries":["{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}"]},{"level":1,"name":"Bonus Proficiencies","entries":["{@i 1st-level Warrior feature}","The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.","In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Acrobatics}, {@skill Animal Handling}, {@skill Athletics}, {@skill Intimidation}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.","The sidekick gains proficiency with all armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it gains proficiency with shields and all simple and martial weapons."]},{"level":1,"name":"Martial Role","entries":["{@i 1st-level Warrior feature}","Each warrior focuses on offense or defense in their training. Choose one of the following options:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attacker","entry":"The sidekick gains a +2 bonus to all attack rolls."},{"type":"item","name":"Defender","entry":"The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker."}]}]},{"level":2,"name":"Second Wind","entries":["{@i 2nd-level Warrior feature}","The sidekick can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.","The sidekick can use this feature twice between rests starting at 20th level."]},{"level":3,"name":"Improved Critical","entries":["{@i 3rd-level Warrior feature}","The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}."]},{"level":4,"name":"Ability Score Improvement","entries":["{@i 4th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":6,"name":"Extra Attack","entries":["{@i 6th-level Warrior feature}","The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.","The number of attacks increases to three when the sidekick reaches 15th level.","If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both."]},{"level":7,"name":"Battle Readiness","entries":["{@i 7th-level Warrior feature}","The sidekick has advantage on initiative rolls."]},{"level":8,"name":"Ability Score Improvement","entries":["{@i 8th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Improved Defense","entries":["{@i 10th-level Warrior feature}","The sidekick's Armor Class increases by 1."]},{"level":11,"name":"Indomitable","entries":["{@i 11th-level Warrior feature}","The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.","The sidekick can use this feature twice between long rests starting at 18th level."]},{"level":12,"name":"Ability Score Improvement","entries":["{@i 12th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Ability Score Improvement","entries":["{@i 14th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":15,"name":"Extra Attack Improvement","entries":["{@i 15th-level Warrior feature}","The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.","The number of attacks increases to three when the sidekick reaches 15th level.","If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both."]},{"level":16,"name":"Ability Score Improvement","entries":["{@i 16th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":18,"name":"Indomitable Improvement","entries":["{@i 18th-level Warrior feature}","The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.","The sidekick can use this feature twice between long rests starting at 18th level."]},{"level":19,"name":"Ability Score Improvement","entries":["{@i 19th-level Warrior feature}","At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}."]},{"level":20,"name":"Second Wind Improvement","entries":["{@i 20th-level Warrior feature}","The sidekick can use their Second Wind feature twice between rests."]}],"subclasses":[],"lore":[{"name":"Warrior Sidekick","type":"section","entries":["A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat."],"source":"TCE"}],"gallery":[{"path":"classes/TCE/Warrior Sidekick.webp","title":"Warriors, Left to Right: an Aasimar, a Firbolg, and a Wolf","credit":"April Prime"}]},{"id":"wizard","name":"Wizard","source":"XPHB","page":164,"srd":true,"image":"classes/XPHB/Wizard.webp","hitDie":"d6","primaryAbility":"Intelligence","savingThrows":"Intelligence, Wisdom","proficiencies":"Weapons: Simple · Skills: choose 2 from Arcana, History, Insight, Investigation, Medicine, Nature, Religion","armorProficiencies":"","weaponProficiencies":"Simple","toolProficiencies":"","subclassTitle":"Wizard Subclass","table":{"headers":["Level","Prof. Bonus","Features","Cantrips","Prepared Spells","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Spellcasting, Ritual Adept, Arcane Recovery","3","4","2","-","-","-","-","-","-","-","-"],["2","+2","Scholar","3","5","3","-","-","-","-","-","-","-","-"],["3","+2","Wizard Subclass","3","6","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","4","7","4","3","-","-","-","-","-","-","-"],["5","+3","Memorize Spell","4","9","4","3","2","-","-","-","-","-","-"],["6","+3","Subclass Feature","4","10","4","3","3","-","-","-","-","-","-"],["7","+3","-","4","11","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","4","12","4","3","3","2","-","-","-","-","-"],["9","+4","-","4","14","4","3","3","3","1","-","-","-","-"],["10","+4","Subclass Feature","5","15","4","3","3","3","2","-","-","-","-"],["11","+4","-","5","16","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","5","16","4","3","3","3","2","1","-","-","-"],["13","+5","-","5","17","4","3","3","3","2","1","1","-","-"],["14","+5","Subclass Feature","5","18","4","3","3","3","2","1","1","-","-"],["15","+5","-","5","19","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","5","21","4","3","3","3","2","1","1","1","-"],["17","+6","-","5","22","4","3","3","3","2","1","1","1","1"],["18","+6","Spell Mastery","5","23","4","3","3","3","3","1","1","1","1"],["19","+6","Epic Boon","5","24","4","3","3","3","3","2","1","1","1"],["20","+6","Signature Spells","5","25","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"name":"Spellcasting","entries":["As a student of arcane magic, you have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the {@filter Wizard spell list|spells|class=Wizard} later in the class's description.",{"type":"entries","entries":[{"type":"entries","name":"Cantrips","entries":["You know three Wizard cantrips of your choice. {@spell Light|XPHB}, {@spell Mage Hand|XPHB}, and {@spell Ray of Frost|XPHB} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.","When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table."]},{"type":"entries","name":"Spellbook","entries":["Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting {@spell Identify|XPHB}. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.","The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. {@spell Detect Magic|XPHB}, {@spell Feather Fall|XPHB}, {@spell Mage Armor|XPHB}, {@spell Magic Missile|XPHB}, {@spell Sleep|XPHB}, and {@spell Thunderwave|XPHB} are recommended.","Whenever you gain a Wizard level after 1, 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 in the Wizard Features table. The spells are the culmination of arcane research you do regularly."]},{"type":"entries","name":"Spell Slots","entries":["The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Prepared Spells of Level 1+","entries":["You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.","The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.","If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you."]},{"type":"entries","name":"Changing Your Prepared Spells","entries":["Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your Wizard spells."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item Arcane Focus|XPHB} or your spellbook as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells."]},{"type":"inset","name":"Expanding and Replacing a Spellbook","entries":["The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a {@item Spell Scroll|XDMG}, for example, and then copy it into your spellbook.",{"type":"entries","name":"Copying a Spell into the Book","entries":["When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook."]},{"type":"entries","name":"Copying the Book","entries":["You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you 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 Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook."]}]}]}]},{"level":1,"name":"Ritual Adept","entries":["You can cast any spell as a {@variantrule Ritual|XPHB} if that spell has the {@variantrule Ritual|XPHB} tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way."]},{"level":1,"name":"Arcane Recovery","entries":["You can regain some of your magical energy by studying your spellbook. When you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.","Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"level":2,"name":"Scholar","entries":["While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. You have {@variantrule Expertise|XPHB} in the chosen skill."]},{"level":3,"name":"Wizard Subclass","entries":["You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower."]},{"level":4,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16."]},{"level":5,"name":"Memorize Spell","entries":["Whenever you finish a {@variantrule Short Rest|XPHB}, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book."]},{"level":6,"name":"Subclass Feature","entries":["You gain a feature from your Wizard Subclass."]},{"level":8,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":10,"name":"Subclass Feature","entries":["You gain a feature from your Wizard Subclass."]},{"level":12,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":14,"name":"Subclass Feature","entries":["You gain a feature from your Wizard Subclass."]},{"level":16,"name":"Ability Score Improvement","entries":["You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify."]},{"level":18,"name":"Spell Mastery","entries":["You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.","Whenever you finish a {@variantrule Long Rest|XPHB}, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book."]},{"level":19,"name":"Epic Boon","entries":["You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended."]},{"level":20,"name":"Signature Spells","entries":["Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. To cast either spell at a higher level, you must expend a spell slot."]}],"subclasses":[{"name":"Abjurer","source":"XPHB","image":"classes/XPHB/Abjurer Wizard.webp","gallery":[{"path":"classes/XPHB/Abjurer Wizard.webp","credit":"Caroline Gariba"}],"features":[{"level":3,"name":"Abjurer","entries":["{@i Shield Companions and Banish Foes}","Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.",{"type":"entries","name":"Abjuration Savant","entries":["Choose two {@filter Wizard spells from the Abjuration school|spells|level=0;1;2|class=Wizard|school=A}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Arcane Ward","entries":["You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a {@variantrule Long Rest|XPHB}. The ward has a {@variantrule Hit Points|XPHB|Hit Point} maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}. If the damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, you take any remaining damage. While the ward has 0 {@variantrule Hit Points|XPHB}, it can't absorb damage, but its magic remains.","Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot. Alternatively, as a {@variantrule Bonus Action|XPHB}, you can expend a spell slot, and the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot expended.","Once you create the ward, you can't create it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Projected Ward","entries":["When a creature that you can see within 30 feet of yourself takes damage, you can take a {@variantrule Reaction|XPHB} to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}."]},{"level":10,"name":"Spell Breaker","entries":["You always have the {@spell Counterspell|XPHB} and {@spell Dispel Magic|XPHB} spells prepared. In addition, you can cast {@spell Dispel Magic|XPHB} as a {@variantrule Bonus Action|XPHB}, and you can add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to its ability check.","When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell."]},{"level":14,"name":"Spell Resistance","entries":["You have {@variantrule Advantage|XPHB} on saving throws against spells, and you have {@variantrule Resistance|XPHB} to the damage of spells."]}]},{"name":"Bladesinger","source":"FRHoF","image":"classes/FRHoF/Bladesinger Wizard.webp","gallery":[{"path":"classes/FRHoF/Bladesinger Wizard.webp","credit":"Erion Makuo"}],"features":[{"level":3,"name":"Bladesinger","entries":["{@i Wield Weapon and Wizardry in Elegant Tandem}","Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life—a glorious dance accompanied by a singing blade.","Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.",{"type":"entries","name":"Bladesong","entries":["As a {@variantrule Bonus Action|XPHB}, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield.","The Bladesong lasts for 1 minute and ends early if you have the {@condition Incapacitated|XPHB} condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).","While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You regain one expended use when you use Arcane Recovery.",{"type":"entries","name":"Agility","entries":["You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your {@variantrule Speed|XPHB} increases by 10 feet. In addition, you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Acrobatics|XPHB}) checks."]},{"type":"entries","name":"Bladework","entries":["Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity."]},{"type":"entries","name":"Focus","entries":["When you make a Constitution saving throw to maintain {@status Concentration|XPHB}, you can add your Intelligence modifier to the total."]}]},{"type":"entries","name":"Training in War and Song","entries":["You gain proficiency with all Melee Martial weapons that don't have the {@itemProperty 2H|XPHB|Two-Handed} or {@itemProperty H|XPHB|Heavy} property. You can use a Melee weapon with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.","You also gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Athletics|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":6,"name":"Extra Attack","entries":["You can attack twice, instead of once, whenever you take the {@action Attack|XPHB} action on your turn. Moreover, you can cast {@filter one of your Wizard cantrips that has a casting time of an action|spells|level=0|class=wizard|cast time=action} in place of one of those attacks."]},{"level":10,"name":"Song of Defense","entries":["When you take damage while your Bladesong is active, you can take a {@variantrule Reaction|XPHB} to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level."]},{"level":14,"name":"Song of Victory","entries":["After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}."]}]},{"name":"Bladesinging","source":"TCE","image":"classes/TCE/Bladesinging Wizard.webp","gallery":[{"path":"classes/TCE/Bladesinging Wizard.webp"}],"features":[{"level":2,"name":"Bladesinging","entries":["Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.","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. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.",{"type":"entries","name":"Training in War and Song (Bladesinging)","entries":["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 {@skill Performance} skill if you don't already have it."]},{"type":"entries","name":"Bladesong","entries":["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 {@condition 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:",{"type":"list","items":["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 ({@skill Acrobatics}) checks.","You gain a bonus to any Constitution saving throws you make to maintain {@status concentration} on a spell. The bonus equals your Intelligence modifier (minimum of +1)."]},"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."]},{"type":"entries","name":"Bladesinger Styles","entries":["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.",{"type":"entries","name":"Cat","entries":["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."]},{"type":"entries","name":"Bird","entries":["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."]},{"type":"entries","name":"Snake","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks."]},{"level":10,"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":14,"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."]}]},{"name":"Chronurgy Magic","source":"EGW","image":"classes/EGW/Chronurgy Wizard.webp","gallery":[{"path":"classes/EGW/Chronurgy Wizard.webp"}],"features":[{"level":2,"name":"Chronurgy Magic","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.","{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.",{"type":"entries","name":"Chronal Shift","entries":["{@i 2nd-level Chronurgy Magic feature}","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."]},{"type":"entries","name":"Temporal Awareness","entries":["{@i 2nd-level Chronurgy Magic feature}","You can add your Intelligence modifier to your initiative rolls."]}]},{"level":6,"name":"Momentary Stasis","entries":["{@i 6th-level Chronurgy Magic feature}","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 {@condition 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."]},{"level":10,"name":"Arcane Abeyance","entries":["{@i 10th-level Chronurgy Magic feature}","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."]},{"level":14,"name":"Convergent Future","entries":["{@i 14th-level Chronurgy Magic feature}","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 {@condition exhaustion}. Only by finishing a long rest can you remove a level of {@condition exhaustion} gained in this way."]}]},{"name":"Diviner","source":"XPHB","image":"classes/XPHB/Diviner Wizard.webp","gallery":[{"path":"classes/XPHB/Diviner Wizard.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Diviner","entries":["{@i Learn the Secrets of the Multiverse}","The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.",{"type":"entries","name":"Divination Savant","entries":["Choose two {@filter Wizard spells from the Divination school|spells|level=0;1;2|class=Wizard|school=D}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one {@filter Wizard spell from the Divination school|spells|class=Wizard|school=D} to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Portent","entries":["Glimpses of the future begin to press on your awareness. Whenever you finish a {@variantrule Long Rest|XPHB}, roll two d20s and record the numbers rolled. You can replace any {@variantrule D20 Test|XPHB} 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 {@variantrule Long Rest|XPHB}, you lose any unused foretelling rolls."]}]},{"level":6,"name":"Expert Divination","entries":["Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5."]},{"level":10,"name":"The Third Eye","entries":["You can increase your powers of perception. As a {@variantrule Bonus Action|XPHB}, choose one of the following benefits, which lasts until you start a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can't use this feature again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.",{"type":"entries","entries":[{"type":"entries","name":"Darkvision","entries":["You gain {@sense Darkvision|XPHB} with a range of 120 feet."]},{"type":"entries","name":"Greater Comprehension","entries":["You can read any language."]},{"type":"entries","name":"See Invisibility","entries":["You can cast {@spell See Invisibility|XPHB} without expending a spell slot."]}]}]},{"level":14,"name":"Greater Portent","entries":["The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two."]}]},{"name":"Evoker","source":"XPHB","image":"classes/XPHB/Evoker Wizard.webp","gallery":[{"path":"classes/XPHB/Evoker Wizard.webp","credit":"Caroline Gariba"}],"features":[{"level":3,"name":"Evoker","entries":["{@i Create Explosive Elemental Effects}","Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.",{"type":"entries","name":"Evocation Savant","entries":["Choose two {@filter Wizard spells from the Evocation school|spells|level=0;1;2|class=Wizard|school=V}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Potent Cantrip","entries":["Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."]}]},{"level":6,"name":"Sculpt Spells","entries":["You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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":10,"name":"Empowered Evocation","entries":["Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell."]},{"level":14,"name":"Overchannel","entries":["You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.","The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a {@variantrule Long Rest|XPHB}, you take {@damage 2d12} Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}.","Each time you use this feature again before finishing a {@variantrule Long Rest|XPHB}, the Necrotic damage per spell level increases by {@damage 1d12}."]}]},{"name":"Graviturgy Magic","source":"EGW","image":"classes/EGW/Graviturgy Wizard.webp","gallery":[{"path":"classes/EGW/Graviturgy Wizard.webp"}],"features":[{"level":2,"name":"Graviturgy Magic","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.","{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.",{"type":"entries","name":"Adjust Density","entries":["{@i 2nd-level Graviturgy Magic feature}","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 {@status concentration} ends (as if you were {@status concentration||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."]}]},{"level":6,"name":"Gravity Well","entries":["{@i 6th-level Graviturgy Magic feature}","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."]},{"level":10,"name":"Violent Attraction","entries":["{@i 10th-level Graviturgy Magic feature}","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 {@damage 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 {@damage 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."]},{"level":14,"name":"Event Horizon","entries":["{@i 14th-level Graviturgy Magic feature}","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 {@status concentration} ends (as if you were {@status concentration||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 {@damage 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."]}]},{"name":"Illusionist","source":"XPHB","image":"classes/XPHB/Illusionist Wizard.webp","gallery":[{"path":"classes/XPHB/Illusionist Wizard.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Illusionist","entries":["{@i Weave Subtle Spells of Deception}","You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.",{"type":"entries","name":"Illusion Savant","entries":["Choose two {@filter Wizard spells from the Illusion school|spells|level=0;1;2|class=Wizard|school=I}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Improved Illusions","entries":["You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.","You also know the {@spell Minor Illusion|XPHB} cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of {@spell Minor Illusion|XPHB}, and you can cast it as a {@variantrule Bonus Action|XPHB}."]}]},{"level":6,"name":"Phantasmal Creatures","entries":["You always have the {@spell Summon Beast|XPHB} and {@spell Summon Fey|XPHB} spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's {@variantrule Hit Points|XPHB}. Once you cast either spell without a spell slot, you must finish a {@variantrule Long Rest|XPHB} before you can cast the spell in that way again."]},{"level":10,"name":"Illusory Self","entries":["When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to interpose an illusory duplicate of yourself 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 {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 2+ spell slot (no action required)."]},{"level":14,"name":"Illusory Reality","entries":["You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, 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 {@variantrule Bonus Action|XPHB} while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it."]}]},{"name":"Order of Scribes","source":"TCE","image":"classes/TCE/Scribes Wizard.webp","gallery":[{"path":"classes/TCE/Scribes Wizard.webp"}],"features":[{"level":2,"name":"Order of Scribes","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!",{"type":"entries","name":"Wizardly Quill","entries":["{@i 2nd-level Order of Scribes feature}","As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:",{"type":"list","items":["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."]},{"type":"entries","name":"Awakened Spellbook","entries":["{@i 2nd-level Order of Scribes feature}","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:",{"type":"list","items":["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."]}]},{"level":6,"name":"Manifest Mind","entries":["{@i 6th-level Order of Scribes feature}","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 {@sense 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 {@spell 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."]},{"level":10,"name":"Master Scrivener","entries":["{@i 10th-level Order of Scribes feature}","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."]},{"level":14,"name":"One with the Word","entries":["{@i 14th-level Order of Scribes feature}","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 ({@skill 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 {@dice 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 {@dice 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."]}]},{"name":"School of Abjuration","source":"PHB","features":[{"level":2,"name":"School of Abjuration","entries":["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.","Called 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.",{"type":"entries","name":"Abjuration Savant","entries":["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."]},{"type":"entries","name":"Arcane Ward","entries":["Starting at 2nd level, you can weave magic around yourself for protection. When you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, 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 a hit point maximum 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 {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, 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":6,"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":10,"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 {@spell counterspell} and {@spell dispel magic}), you add your proficiency bonus to that ability check."]},{"level":14,"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."]}]},{"name":"School of Conjuration","source":"PHB","features":[{"level":2,"name":"School of Conjuration","entries":["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.",{"type":"entries","name":"Conjuration Savant","entries":["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."]},{"type":"entries","name":"Minor Conjuration","entries":["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":6,"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":10,"name":"Focused Conjuration","entries":["Beginning at 10th level, while you are {@status concentration||concentrating} on a conjuration spell, your {@status concentration} can't be broken as a result of taking damage."]},{"level":14,"name":"Durable Summons","entries":["Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points."]}]},{"name":"School of Divination","source":"PHB","features":[{"level":2,"name":"School of Divination","entries":["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.",{"type":"entries","name":"Divination Savant","entries":["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."]},{"type":"entries","name":"Portent","entries":["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 {@dice d20}s 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":6,"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 {@filter divination spell of 2nd level or higher|spells|school=D} 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":10,"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 {@condition incapacitated} or you take a short or long rest. You can't use the feature again until you finish a rest.",{"type":"options","entries":[{"type":"entries","name":"Darkvision","entries":["You gain {@sense darkvision} out to a range of 60 feet."]},{"type":"entries","name":"Ethereal Sight","entries":["You can see into the Ethereal Plane within 60 feet of you."]},{"type":"entries","name":"Greater Comprehension","entries":["You can read any language."]},{"type":"entries","name":"See Invisibility","entries":["You can see {@condition invisible} creatures and objects within 10 feet of you that are within line of sight."]}]}]},{"level":14,"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 {@dice d20}s for your Portent feature, rather than two."]}]},{"name":"School of Enchantment","source":"PHB","features":[{"level":2,"name":"School of Enchantment","entries":["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.",{"type":"entries","name":"Enchantment Savant","entries":["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."]},{"type":"entries","name":"Hypnotic Gaze","entries":["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 {@condition charmed} by you until the end of your next turn. The {@condition charmed} creature's speed drops to 0, and the creature is {@condition 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":6,"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 {@condition charmed} are immune to this effect."]},{"level":10,"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":14,"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 {@condition 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 {@condition 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."]}]},{"name":"School of Evocation","source":"PHB","features":[{"level":2,"name":"School of Evocation","entries":["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.",{"type":"entries","name":"Evocation Savant","entries":["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."]},{"type":"entries","name":"Sculpt Spells","entries":["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":6,"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":10,"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":14,"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 {@damage 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 {@damage 1d12}. This damage ignores resistance and immunity."]}]},{"name":"School of Illusion","source":"PHB","features":[{"level":2,"name":"School of Illusion","entries":["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.",{"type":"entries","name":"Illusion Savant","entries":["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."]},{"type":"entries","name":"Improved Minor Illusion","entries":["When you choose this school at 2nd level, you learn the {@spell 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 {@spell minor illusion}, you can create both a sound and an image with a single casting of the spell."]}]},{"level":6,"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":10,"name":"Illusory Self","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":14,"name":"Illusory Reality","entries":["By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. 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."]}]},{"name":"School of Necromancy","source":"PHB","features":[{"level":2,"name":"School of Necromancy","entries":["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.","Most 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.",{"type":"entries","name":"Necromancy Savant","entries":["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."]},{"type":"entries","name":"Grim Harvest","entries":["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 {@filter School of Necromancy|spells|school=N}. You don't gain this benefit for killing constructs or undead."]}]},{"level":6,"name":"Undead Thralls","entries":["At 6th level, you add the {@spell animate dead} spell to your spellbook if it is not there already. When you cast {@spell 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:",{"type":"list","items":["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."]}]},{"level":10,"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":14,"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."]}]},{"name":"School of Transmutation","source":"PHB","features":[{"level":2,"name":"School of Transmutation","entries":["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.","Some 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.",{"type":"entries","name":"Transmutation Savant","entries":["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."]},{"type":"entries","name":"Minor Alchemy","entries":["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 {@status concentration} (as if you were {@status concentration||concentrating} on a spell), the material reverts to its original substance."]}]},{"level":6,"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:",{"type":"list","items":["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)."]},"Each 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":10,"name":"Shapechanger","entries":["At 10th level, you add the {@spell polymorph} spell to your spellbook, if it is not there already. You can cast {@spell polymorph} without expending a spell slot. When you do so, you can target only yourself and transform into a {@filter beast whose challenge rating is 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}.","Once you cast {@spell 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":14,"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.",{"type":"options","entries":[{"type":"entries","name":"Major Transformation","entries":["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."]},{"type":"entries","name":"Panacea","entries":["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."]},{"type":"entries","name":"Restore Life","entries":["You cast the {@spell 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."]},{"type":"entries","name":"Restore Youth","entries":["You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by {@dice 3d10} years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan."]}]}]}]},{"name":"War Magic","source":"XGE","image":"classes/XGE/War Wizard.webp","gallery":[{"path":"classes/XGE/War Wizard.webp"}],"features":[{"level":2,"name":"War Magic","entries":["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.","Followers 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.","In 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 {@spell fireball} if I die before I can cast it?\"",{"type":"entries","name":"Arcane Deflection","entries":["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."]},{"type":"entries","name":"Tactical Wit","entries":["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":6,"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 {@spell dispel magic} or {@spell 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":10,"name":"Durable Magic","entries":["Beginning at 10th level, the magic you channel helps ward off harm. While you maintain {@status concentration} on a spell, you have a +2 bonus to AC and all saving throws."]},{"level":14,"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."]}]}],"lore":[{"type":"section","name":"Wizard","source":"XPHB","page":164,"entries":["Wizards are defined by their exhaustive study of magic's inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.","Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.","The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.","But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age."]}],"gallery":[{"path":"classes/XPHB/Wizard.webp","credit":"Billy Christian"},{"path":"classes/XPHB/120-04-035.elf-queen-yolande.webp","title":"The elf queen Yolande awes a red dragon with her spell, Yolande's Regal Presence","credit":"April Prime"},{"path":"classes/XPHB/121-04-036.wizard-book.webp","credit":"Jane Katsubo"},{"path":"classes/XPHB/122-04-037.wizard-leomund.webp","title":"The Wizard Leomund studies spellbooks to prepare his magic","credit":"Michele Giorgi"}],"otherVersions":[{"id":"wizard-phb","source":"PHB"}]},{"id":"wizard-phb","name":"Wizard","source":"PHB","page":112,"srd":false,"image":"classes/PHB/Wizard.webp","hitDie":"d6","primaryAbility":"","savingThrows":"Intelligence, Wisdom","proficiencies":"Weapons: Dagger, Dart, Sling, Quarterstaff, Light crossbow · Skills: choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion","armorProficiencies":"","weaponProficiencies":"Dagger, Dart, Sling, Quarterstaff, Light crossbow","toolProficiencies":"","subclassTitle":"Arcane Tradition","table":{"headers":["Level","Prof. Bonus","Features","Cantrips Known","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"rows":[["1","+2","Arcane Recovery, Spellcasting","3","2","-","-","-","-","-","-","-","-"],["2","+2","Arcane Tradition","3","3","-","-","-","-","-","-","-","-"],["3","+2","Cantrip Formulas","3","4","2","-","-","-","-","-","-","-"],["4","+2","Ability Score Improvement","4","4","3","-","-","-","-","-","-","-"],["5","+3","-","4","4","3","2","-","-","-","-","-","-"],["6","+3","Arcane Tradition feature","4","4","3","3","-","-","-","-","-","-"],["7","+3","-","4","4","3","3","1","-","-","-","-","-"],["8","+3","Ability Score Improvement","4","4","3","3","2","-","-","-","-","-"],["9","+4","-","4","4","3","3","3","1","-","-","-","-"],["10","+4","Arcane Tradition feature","5","4","3","3","3","2","-","-","-","-"],["11","+4","-","5","4","3","3","3","2","1","-","-","-"],["12","+4","Ability Score Improvement","5","4","3","3","3","2","1","-","-","-"],["13","+5","-","5","4","3","3","3","2","1","1","-","-"],["14","+5","Arcane Tradition feature","5","4","3","3","3","2","1","1","-","-"],["15","+5","-","5","4","3","3","3","2","1","1","1","-"],["16","+5","Ability Score Improvement","5","4","3","3","3","2","1","1","1","-"],["17","+6","-","5","4","3","3","3","2","1","1","1","1"],["18","+6","Spell Mastery","5","4","3","3","3","3","1","1","1","1"],["19","+6","Ability Score Improvement","5","4","3","3","3","3","2","1","1","1"],["20","+6","Signature Spells","5","4","3","3","3","3","2","2","1","1"]]},"features":[{"level":1,"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."]},{"level":1,"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",{"type":"entries","name":"Cantrips","entries":["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."]},{"type":"entries","name":"Spellbook","entries":["At 1st level, you have a spellbook containing six 1st-level {@filter wizard spells|spells|class=wizard} of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind."]},{"type":"entries","name":"Preparing and Casting Spells","entries":["The Wizard 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.","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 {@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."]},{"type":"entries","name":"Spellcasting Ability","entries":["Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard 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.",{"type":"abilityDc","name":"Spell","attributes":["int"]},{"type":"abilityAttackMod","name":"Spell","attributes":["int"]}]},{"type":"entries","name":"Ritual Casting","entries":["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."]},{"type":"entries","name":"Spellcasting Focus","entries":["You can use an {@item arcane focus|phb} as a spellcasting focus for your wizard spells."]},{"type":"entries","name":"Learning Spells of 1st Level and Higher","entries":["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\")."]},{"type":"inset","name":"Your Spellbook","entries":["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.",{"type":"entries","entries":[{"type":"entries","name":"Copying a Spell into the Book","entries":["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.",{"type":"entries","name":"Copying from a Spell Scroll","source":"DMG","page":139,"entries":["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 ({@skill 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."]}]}]},{"type":"entries","entries":[{"type":"entries","name":"Replacing the Book","entries":["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."]}]},{"type":"entries","entries":[{"type":"entries","name":"The Book's Appearance","entries":["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."]}]}]}]},{"level":2,"name":"Arcane Tradition","entries":["When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level."]},{"level":3,"name":"Cantrip Formulas","entries":["{@i 3rd-level wizard {@variantrule optional class features|tce|optional 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."]},{"level":4,"name":"Ability Score Improvement","entries":["When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":6,"name":"Arcane Tradition feature","entries":["At 6th level, you gain a feature granted by your Arcane Tradition."]},{"level":8,"name":"Ability Score Improvement","entries":["When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":10,"name":"Arcane Tradition feature","entries":["At 10th level, you gain a feature granted by your Arcane Tradition."]},{"level":12,"name":"Ability Score Improvement","entries":["When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":14,"name":"Arcane Tradition feature","entries":["At 14th level, you gain a feature granted by your Arcane Tradition."]},{"level":16,"name":"Ability Score Improvement","entries":["When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":18,"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."]},{"level":19,"name":"Ability Score Improvement","entries":["When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."]},{"level":20,"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."]}],"subclasses":[{"name":"Abjurer","source":"XPHB","image":"classes/XPHB/Abjurer Wizard.webp","gallery":[{"path":"classes/XPHB/Abjurer Wizard.webp","credit":"Caroline Gariba"}],"features":[{"level":3,"name":"Abjurer","entries":["{@i Shield Companions and Banish Foes}","Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.",{"type":"entries","name":"Abjuration Savant","entries":["Choose two {@filter Wizard spells from the Abjuration school|spells|level=0;1;2|class=Wizard|school=A}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Arcane Ward","entries":["You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a {@variantrule Long Rest|XPHB}. The ward has a {@variantrule Hit Points|XPHB|Hit Point} maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}. If the damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, you take any remaining damage. While the ward has 0 {@variantrule Hit Points|XPHB}, it can't absorb damage, but its magic remains.","Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot. Alternatively, as a {@variantrule Bonus Action|XPHB}, you can expend a spell slot, and the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot expended.","Once you create the ward, you can't create it again until you finish a {@variantrule Long Rest|XPHB}."]}]},{"level":6,"name":"Projected Ward","entries":["When a creature that you can see within 30 feet of yourself takes damage, you can take a {@variantrule Reaction|XPHB} to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}."]},{"level":10,"name":"Spell Breaker","entries":["You always have the {@spell Counterspell|XPHB} and {@spell Dispel Magic|XPHB} spells prepared. In addition, you can cast {@spell Dispel Magic|XPHB} as a {@variantrule Bonus Action|XPHB}, and you can add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to its ability check.","When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell."]},{"level":14,"name":"Spell Resistance","entries":["You have {@variantrule Advantage|XPHB} on saving throws against spells, and you have {@variantrule Resistance|XPHB} to the damage of spells."]}]},{"name":"Bladesinger","source":"FRHoF","image":"classes/FRHoF/Bladesinger Wizard.webp","gallery":[{"path":"classes/FRHoF/Bladesinger Wizard.webp","credit":"Erion Makuo"}],"features":[{"level":3,"name":"Bladesinger","entries":["{@i Wield Weapon and Wizardry in Elegant Tandem}","Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life—a glorious dance accompanied by a singing blade.","Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.",{"type":"entries","name":"Bladesong","entries":["As a {@variantrule Bonus Action|XPHB}, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield.","The Bladesong lasts for 1 minute and ends early if you have the {@condition Incapacitated|XPHB} condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).","While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You regain one expended use when you use Arcane Recovery.",{"type":"entries","name":"Agility","entries":["You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your {@variantrule Speed|XPHB} increases by 10 feet. In addition, you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Acrobatics|XPHB}) checks."]},{"type":"entries","name":"Bladework","entries":["Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity."]},{"type":"entries","name":"Focus","entries":["When you make a Constitution saving throw to maintain {@status Concentration|XPHB}, you can add your Intelligence modifier to the total."]}]},{"type":"entries","name":"Training in War and Song","entries":["You gain proficiency with all Melee Martial weapons that don't have the {@itemProperty 2H|XPHB|Two-Handed} or {@itemProperty H|XPHB|Heavy} property. You can use a Melee weapon with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.","You also gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Athletics|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]}]},{"level":6,"name":"Extra Attack","entries":["You can attack twice, instead of once, whenever you take the {@action Attack|XPHB} action on your turn. Moreover, you can cast {@filter one of your Wizard cantrips that has a casting time of an action|spells|level=0|class=wizard|cast time=action} in place of one of those attacks."]},{"level":10,"name":"Song of Defense","entries":["When you take damage while your Bladesong is active, you can take a {@variantrule Reaction|XPHB} to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level."]},{"level":14,"name":"Song of Victory","entries":["After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}."]}]},{"name":"Bladesinging","source":"TCE","image":"classes/TCE/Bladesinging Wizard.webp","gallery":[{"path":"classes/TCE/Bladesinging Wizard.webp"}],"features":[{"level":2,"name":"Bladesinging","entries":["Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.","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. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.",{"type":"entries","name":"Training in War and Song (Bladesinging)","entries":["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 {@skill Performance} skill if you don't already have it."]},{"type":"entries","name":"Bladesong","entries":["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 {@condition 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:",{"type":"list","items":["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 ({@skill Acrobatics}) checks.","You gain a bonus to any Constitution saving throws you make to maintain {@status concentration} on a spell. The bonus equals your Intelligence modifier (minimum of +1)."]},"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."]},{"type":"entries","name":"Bladesinger Styles","entries":["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.",{"type":"entries","name":"Cat","entries":["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."]},{"type":"entries","name":"Bird","entries":["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."]},{"type":"entries","name":"Snake","entries":["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":6,"name":"Extra Attack","entries":["Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks."]},{"level":10,"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":14,"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."]}]},{"name":"Chronurgy Magic","source":"EGW","image":"classes/EGW/Chronurgy Wizard.webp","gallery":[{"path":"classes/EGW/Chronurgy Wizard.webp"}],"features":[{"level":2,"name":"Chronurgy Magic","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.","{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.",{"type":"entries","name":"Chronal Shift","entries":["{@i 2nd-level Chronurgy Magic feature}","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."]},{"type":"entries","name":"Temporal Awareness","entries":["{@i 2nd-level Chronurgy Magic feature}","You can add your Intelligence modifier to your initiative rolls."]}]},{"level":6,"name":"Momentary Stasis","entries":["{@i 6th-level Chronurgy Magic feature}","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 {@condition 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."]},{"level":10,"name":"Arcane Abeyance","entries":["{@i 10th-level Chronurgy Magic feature}","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."]},{"level":14,"name":"Convergent Future","entries":["{@i 14th-level Chronurgy Magic feature}","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 {@condition exhaustion}. Only by finishing a long rest can you remove a level of {@condition exhaustion} gained in this way."]}]},{"name":"Diviner","source":"XPHB","image":"classes/XPHB/Diviner Wizard.webp","gallery":[{"path":"classes/XPHB/Diviner Wizard.webp","credit":"Jodie Muir"}],"features":[{"level":3,"name":"Diviner","entries":["{@i Learn the Secrets of the Multiverse}","The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.",{"type":"entries","name":"Divination Savant","entries":["Choose two {@filter Wizard spells from the Divination school|spells|level=0;1;2|class=Wizard|school=D}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one {@filter Wizard spell from the Divination school|spells|class=Wizard|school=D} to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Portent","entries":["Glimpses of the future begin to press on your awareness. Whenever you finish a {@variantrule Long Rest|XPHB}, roll two d20s and record the numbers rolled. You can replace any {@variantrule D20 Test|XPHB} 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 {@variantrule Long Rest|XPHB}, you lose any unused foretelling rolls."]}]},{"level":6,"name":"Expert Divination","entries":["Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5."]},{"level":10,"name":"The Third Eye","entries":["You can increase your powers of perception. As a {@variantrule Bonus Action|XPHB}, choose one of the following benefits, which lasts until you start a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can't use this feature again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.",{"type":"entries","entries":[{"type":"entries","name":"Darkvision","entries":["You gain {@sense Darkvision|XPHB} with a range of 120 feet."]},{"type":"entries","name":"Greater Comprehension","entries":["You can read any language."]},{"type":"entries","name":"See Invisibility","entries":["You can cast {@spell See Invisibility|XPHB} without expending a spell slot."]}]}]},{"level":14,"name":"Greater Portent","entries":["The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two."]}]},{"name":"Evoker","source":"XPHB","image":"classes/XPHB/Evoker Wizard.webp","gallery":[{"path":"classes/XPHB/Evoker Wizard.webp","credit":"Caroline Gariba"}],"features":[{"level":3,"name":"Evoker","entries":["{@i Create Explosive Elemental Effects}","Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.",{"type":"entries","name":"Evocation Savant","entries":["Choose two {@filter Wizard spells from the Evocation school|spells|level=0;1;2|class=Wizard|school=V}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Potent Cantrip","entries":["Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."]}]},{"level":6,"name":"Sculpt Spells","entries":["You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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":10,"name":"Empowered Evocation","entries":["Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell."]},{"level":14,"name":"Overchannel","entries":["You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.","The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a {@variantrule Long Rest|XPHB}, you take {@damage 2d12} Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}.","Each time you use this feature again before finishing a {@variantrule Long Rest|XPHB}, the Necrotic damage per spell level increases by {@damage 1d12}."]}]},{"name":"Graviturgy Magic","source":"EGW","image":"classes/EGW/Graviturgy Wizard.webp","gallery":[{"path":"classes/EGW/Graviturgy Wizard.webp"}],"features":[{"level":2,"name":"Graviturgy Magic","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.","{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.",{"type":"entries","name":"Adjust Density","entries":["{@i 2nd-level Graviturgy Magic feature}","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 {@status concentration} ends (as if you were {@status concentration||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."]}]},{"level":6,"name":"Gravity Well","entries":["{@i 6th-level Graviturgy Magic feature}","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."]},{"level":10,"name":"Violent Attraction","entries":["{@i 10th-level Graviturgy Magic feature}","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 {@damage 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 {@damage 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."]},{"level":14,"name":"Event Horizon","entries":["{@i 14th-level Graviturgy Magic feature}","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 {@status concentration} ends (as if you were {@status concentration||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 {@damage 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."]}]},{"name":"Illusionist","source":"XPHB","image":"classes/XPHB/Illusionist Wizard.webp","gallery":[{"path":"classes/XPHB/Illusionist Wizard.webp","credit":"Polar Engine"}],"features":[{"level":3,"name":"Illusionist","entries":["{@i Weave Subtle Spells of Deception}","You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.",{"type":"entries","name":"Illusion Savant","entries":["Choose two {@filter Wizard spells from the Illusion school|spells|level=0;1;2|class=Wizard|school=I}, each of which must be no higher than level 2, and add them to your spellbook for free.","In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."]},{"type":"entries","name":"Improved Illusions","entries":["You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.","You also know the {@spell Minor Illusion|XPHB} cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of {@spell Minor Illusion|XPHB}, and you can cast it as a {@variantrule Bonus Action|XPHB}."]}]},{"level":6,"name":"Phantasmal Creatures","entries":["You always have the {@spell Summon Beast|XPHB} and {@spell Summon Fey|XPHB} spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's {@variantrule Hit Points|XPHB}. Once you cast either spell without a spell slot, you must finish a {@variantrule Long Rest|XPHB} before you can cast the spell in that way again."]},{"level":10,"name":"Illusory Self","entries":["When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to interpose an illusory duplicate of yourself 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 {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 2+ spell slot (no action required)."]},{"level":14,"name":"Illusory Reality","entries":["You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, 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 {@variantrule Bonus Action|XPHB} while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it."]}]},{"name":"Order of Scribes","source":"TCE","image":"classes/TCE/Scribes Wizard.webp","gallery":[{"path":"classes/TCE/Scribes Wizard.webp"}],"features":[{"level":2,"name":"Order of Scribes","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!",{"type":"entries","name":"Wizardly Quill","entries":["{@i 2nd-level Order of Scribes feature}","As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:",{"type":"list","items":["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."]},{"type":"entries","name":"Awakened Spellbook","entries":["{@i 2nd-level Order of Scribes feature}","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:",{"type":"list","items":["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."]}]},{"level":6,"name":"Manifest Mind","entries":["{@i 6th-level Order of Scribes feature}","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 {@sense 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 {@spell 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."]},{"level":10,"name":"Master Scrivener","entries":["{@i 10th-level Order of Scribes feature}","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."]},{"level":14,"name":"One with the Word","entries":["{@i 14th-level Order of Scribes feature}","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 ({@skill 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 {@dice 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 {@dice 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."]}]},{"name":"School of Abjuration","source":"PHB","features":[{"level":2,"name":"School of Abjuration","entries":["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.","Called 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.",{"type":"entries","name":"Abjuration Savant","entries":["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."]},{"type":"entries","name":"Arcane Ward","entries":["Starting at 2nd level, you can weave magic around yourself for protection. When you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, 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 a hit point maximum 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 {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, 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":6,"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":10,"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 {@spell counterspell} and {@spell dispel magic}), you add your proficiency bonus to that ability check."]},{"level":14,"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."]}]},{"name":"School of Conjuration","source":"PHB","features":[{"level":2,"name":"School of Conjuration","entries":["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.",{"type":"entries","name":"Conjuration Savant","entries":["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."]},{"type":"entries","name":"Minor Conjuration","entries":["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":6,"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":10,"name":"Focused Conjuration","entries":["Beginning at 10th level, while you are {@status concentration||concentrating} on a conjuration spell, your {@status concentration} can't be broken as a result of taking damage."]},{"level":14,"name":"Durable Summons","entries":["Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points."]}]},{"name":"School of Divination","source":"PHB","features":[{"level":2,"name":"School of Divination","entries":["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.",{"type":"entries","name":"Divination Savant","entries":["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."]},{"type":"entries","name":"Portent","entries":["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 {@dice d20}s 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":6,"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 {@filter divination spell of 2nd level or higher|spells|school=D} 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":10,"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 {@condition incapacitated} or you take a short or long rest. You can't use the feature again until you finish a rest.",{"type":"options","entries":[{"type":"entries","name":"Darkvision","entries":["You gain {@sense darkvision} out to a range of 60 feet."]},{"type":"entries","name":"Ethereal Sight","entries":["You can see into the Ethereal Plane within 60 feet of you."]},{"type":"entries","name":"Greater Comprehension","entries":["You can read any language."]},{"type":"entries","name":"See Invisibility","entries":["You can see {@condition invisible} creatures and objects within 10 feet of you that are within line of sight."]}]}]},{"level":14,"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 {@dice d20}s for your Portent feature, rather than two."]}]},{"name":"School of Enchantment","source":"PHB","features":[{"level":2,"name":"School of Enchantment","entries":["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.",{"type":"entries","name":"Enchantment Savant","entries":["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."]},{"type":"entries","name":"Hypnotic Gaze","entries":["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 {@condition charmed} by you until the end of your next turn. The {@condition charmed} creature's speed drops to 0, and the creature is {@condition 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":6,"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 {@condition charmed} are immune to this effect."]},{"level":10,"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":14,"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 {@condition 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 {@condition 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."]}]},{"name":"School of Evocation","source":"PHB","features":[{"level":2,"name":"School of Evocation","entries":["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.",{"type":"entries","name":"Evocation Savant","entries":["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."]},{"type":"entries","name":"Sculpt Spells","entries":["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":6,"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":10,"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":14,"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 {@damage 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 {@damage 1d12}. This damage ignores resistance and immunity."]}]},{"name":"School of Illusion","source":"PHB","features":[{"level":2,"name":"School of Illusion","entries":["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.",{"type":"entries","name":"Illusion Savant","entries":["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."]},{"type":"entries","name":"Improved Minor Illusion","entries":["When you choose this school at 2nd level, you learn the {@spell 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 {@spell minor illusion}, you can create both a sound and an image with a single casting of the spell."]}]},{"level":6,"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":10,"name":"Illusory Self","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":14,"name":"Illusory Reality","entries":["By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. 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."]}]},{"name":"School of Necromancy","source":"PHB","features":[{"level":2,"name":"School of Necromancy","entries":["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.","Most 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.",{"type":"entries","name":"Necromancy Savant","entries":["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."]},{"type":"entries","name":"Grim Harvest","entries":["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 {@filter School of Necromancy|spells|school=N}. You don't gain this benefit for killing constructs or undead."]}]},{"level":6,"name":"Undead Thralls","entries":["At 6th level, you add the {@spell animate dead} spell to your spellbook if it is not there already. When you cast {@spell 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:",{"type":"list","items":["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."]}]},{"level":10,"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":14,"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."]}]},{"name":"School of Transmutation","source":"PHB","features":[{"level":2,"name":"School of Transmutation","entries":["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.","Some 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.",{"type":"entries","name":"Transmutation Savant","entries":["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."]},{"type":"entries","name":"Minor Alchemy","entries":["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 {@status concentration} (as if you were {@status concentration||concentrating} on a spell), the material reverts to its original substance."]}]},{"level":6,"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:",{"type":"list","items":["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)."]},"Each 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":10,"name":"Shapechanger","entries":["At 10th level, you add the {@spell polymorph} spell to your spellbook, if it is not there already. You can cast {@spell polymorph} without expending a spell slot. When you do so, you can target only yourself and transform into a {@filter beast whose challenge rating is 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}.","Once you cast {@spell 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":14,"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.",{"type":"options","entries":[{"type":"entries","name":"Major Transformation","entries":["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."]},{"type":"entries","name":"Panacea","entries":["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."]},{"type":"entries","name":"Restore Life","entries":["You cast the {@spell 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."]},{"type":"entries","name":"Restore Youth","entries":["You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by {@dice 3d10} years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan."]}]}]}]},{"name":"War Magic","source":"XGE","image":"classes/XGE/War Wizard.webp","gallery":[{"path":"classes/XGE/War Wizard.webp"}],"features":[{"level":2,"name":"War Magic","entries":["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.","Followers 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.","In 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 {@spell fireball} if I die before I can cast it?\"",{"type":"entries","name":"Arcane Deflection","entries":["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."]},{"type":"entries","name":"Tactical Wit","entries":["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":6,"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 {@spell dispel magic} or {@spell 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":10,"name":"Durable Magic","entries":["Beginning at 10th level, the magic you channel helps ward off harm. While you maintain {@status concentration} on a spell, you have a +2 bonus to AC and all saving throws."]},{"level":14,"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."]}]}],"lore":[{"name":"Wizard","type":"section","entries":["Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.","Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.","Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.","Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.",{"type":"entries","name":"Scholars of the Arcane","entries":["Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.","Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic."]},{"type":"entries","name":"The Lure of Knowledge","entries":["Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.","But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age."]},{"type":"entries","name":"Creating a Wizard","entries":["Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?","What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.",{"type":"entries","name":"Quick Build","entries":["You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the {@background sage} background. Third, choose the {@spell mage hand}, {@spell light}, and {@spell ray of frost} cantrips, along with the following 1st-level spells for your spellbook: {@spell burning hands}, {@spell charm person}, {@spell feather fall}, {@spell mage armor}, {@spell magic missile}, and {@spell sleep}."]}]}],"page":112,"source":"PHB"},{"type":"section","entries":[{"type":"quote","entries":["Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries."],"by":"Gimble the illusionist"},"Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.","The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.","If you're playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.",{"type":"quote","entries":["Watch. I love this trick.","Hey, wizard! You can't do magic. Oops, now you can. Oops, now you can't anymore. Ha ha ha!"],"by":"Xanathar"},{"type":"entries","name":"Spellbook","entries":["Your wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.",{"type":"table","caption":"Spellbooks","colLabels":["{@dice d6}","Spellbook"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"A tome with pages that are thin sheets of metal, spells etched into them with acid"],[{"type":"cell","roll":{"exact":2}},"Long straps of leather on which spells are written, wrapped around a staff for ease of transport"],[{"type":"cell","roll":{"exact":3}},"A battered tome filled with pictographs that only you can understand"],[{"type":"cell","roll":{"exact":4}},"Small stones inscribed with spells and kept in a cloth bag"],[{"type":"cell","roll":{"exact":5}},"A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages"],[{"type":"cell","roll":{"exact":6}},"A tome full of black pages whose writing is visible only in dim light or darkness"]]}]},{"type":"entries","name":"Ambition","entries":["Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.","Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.",{"type":"table","caption":"Ambitions","colLabels":["{@dice d6}","Ambition"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"You will prove that the gods aren't as powerful as folk believe."],[{"type":"cell","roll":{"exact":2}},"Immortality is the end goal of your studies."],[{"type":"cell","roll":{"exact":3}},"If you can fully understand magic, you can unlock its use for all and usher in an era of equality."],[{"type":"cell","roll":{"exact":4}},"Magic is a dangerous tool. You use it to protect what you treasure."],[{"type":"cell","roll":{"exact":5}},"Arcane power must be taken away from those who would abuse it."],[{"type":"cell","roll":{"exact":6}},"You will become the greatest wizard the world has seen in generations."]]}]},{"type":"entries","name":"Eccentricity","entries":["Endless hours of solitary study and research can have a negative effect on anyone's social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.","If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?",{"type":"table","caption":"Eccentricities","colLabels":["{@dice d6}","Eccentricity"],"colStyles":["col-1 text-center","col-11"],"rows":[[{"type":"cell","roll":{"exact":1}},"You have the habit of tapping your foot incessantly, which often annoys those around you."],[{"type":"cell","roll":{"exact":2}},"Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes."],[{"type":"cell","roll":{"exact":3}},"You never enter a room without looking to see what's hanging from the ceiling."],[{"type":"cell","roll":{"exact":4}},"Your most prized possession is a dead worm that you keep inside a potion vial."],[{"type":"cell","roll":{"exact":5}},"When you want people to leave you alone, you start talking to yourself. That usually does the trick."],[{"type":"cell","roll":{"exact":6}},"Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar."]]}]}],"page":58,"source":"XGE"}],"gallery":[{"path":"classes/PHB/Wizard.webp"}],"hidden":true,"otherVersions":[{"id":"wizard","source":"XPHB"}]}]}